Help me build a blaster sorcerer


Advice


Hi,

I need a new pg for our kingmaker campaign, we're at lvl 5 and i've decided to do a sorcerer blaster.

I've never build one so here i am asking for some advice.

Actually i'm tinking ad a Tatooed sorcerer with draconic (fire) or elemental (air or fire) bloodlines, even the stormborn bloodline tempt be a bit.

Without racial bonus (but i guess i'll bee a gnome or an ifrit -if the master le me-) these are the stat i came up with, i have 15 point.

str 7

cos 14

int 10

wis 9

car 17 +1 4th lvl

I don't need the pg to be over the top (if a sorcerer can be over the top, i never player one and always heard bad things regarding their perfomance :( ) just to do his work, to blast, and maybe socialize a bit

Actually the rest of the party is composed of a druid, a paladin, an arcer inquisitor and a cure-oriented oracle.

Any help to how to make this work is very apprecciated!


well... if you wanna maximize blasting potential you need to take crossblooded sorcerer.

you also should have an idea about where your endgame will be so you can figure out what spell you wanna focus in (which gives you a better idea as to what element to focus on, and allows you to truely maximize damage output)

it sounds like you're focusing lots on one spell, but magical lineage with your main spell is a way to make it either your element to get the +2 per dmg die with elemental substitution, or intensify it for free allowing you to get more damage dice.

I personally like fireball, but if you're going to be a high level game, i'd recommend caustic eruption. 7th level spell, no SR acid damage, long range.

metamagic rods will also help maximize damage.


Take dazing spell also.

Taking elemental focus also helps, along with spell focus evocations

Sorcs do have a limited spell selection so I would also take the feat that allows you to change the energy type of a spell because even though you want to blast it is always good to have nonblasting spells.


Crossblooded Sorcerer (Orc/Dragon or Orc/Primal Elemental or Dragon/Primal Elemental)1/WizardX.

You'll be a level behind a wizard, but still a level ahead of the crossblooded sorcerer. With evoker you can pull off some nasty stuff.


Some things central to a successful blaster sorcerer:


  • As mentioned by others, crossblooded is cool. I would use it to a) improve damage die and b) be able to switch elements on the fly.
  • dragon breath and other spells with built-in element flexibility are great
  • make use of metamagic! Sorcerers really profit from it.
  • Be sure to pick up arcane blast so you can hurt those golems and other things immune to spells.
  • selective spell, intensify spell, empower spell, quicken spell - they are really great for you. Silent spell and still spell might also be worth it.
  • Consider to take eldrith heritage to gain useful powers of another bloodline. It can't hurt :-)
  • Decide on some key spells that you want to use a lot. Magical lineage trait on one of those and some suitable feats or spell combos will make you more effective
  • do not solely focus on blasting. I would, even with your focus, only select about 50% of my spells for blasting, the rest I would put in buffing, debuffing, utility, summoning...
  • summon monster should be picked up by you. It gives you great flexibility, even if you just use them as meatshields.
  • pick up improved initiative, combat casting and similar feats. As a caster you need to go first or be able to cast when you need to.
  • sage sorcerer (also as part of being crossblooded) will give you lots of skills, exactly like wizard.

This is just my opinion, of course, but it might help you :-)

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From the nice big long thread where one was constructed:

Paizo BLASTER CASTER build:
Goal: Pile on the hurty-hurt with direct damage spells. You don't need battlefield control if the enemy is dead.

Level 1: Take Sorceror: Crossblooded Orc/Draconic, Human, take Varisian Tattoo, take Trait: magical Lineage (pick spell), Reactionary (+2 Init)

Then take Wizard/Evoker -Admixture Specialist for your remaining levels. Why Admixture? Because you can change the element of any of your blasting spells on the fly to get around elemental resistances/immunities.

If you want to superspecialize outside of Evoker, take Sin Magic, lose two schools (Conjuration/Abjuration), gain yet another spell slot per level of raw power.

Key Feats: Intensify Spell, Empower Spell, Quicken Spell, Spell Perfection, Spell Penetration, Spell Specialization, Greater Spell Specialization.

End result: Crossblooded sorc orc/dragon bloodline 1, Wiz/19, Admixture Evocation specialist.
Note: Can use Sin Magic for more slots. Sorcerer level allows use of spell devices from denied schools (Conj/Abjuration).
Magical Lineage Trait allows Intensify for free on chosen spell.
Spell Perfection allows free Quicken at higher levels.

===============================================
Play Hints:

Take Burning Hands or Magic Missile as a Specialized Spell early. Burning Hands will deal more damage, Magic Missile has better long-term utility and keeps you out of danger. Every other level, you can change your specialized spell.

Add Greater Spell Specialization at level 7 or 9. Why? You can then memorize utility spells, and trash them for your blaster spell.

Change your specialized spell up to Scorching Ray or Fireball when you can, depending on campaign, typically at 5 or 7.

At level 12 or higher, change it to Fire Snake.
Use Admixture specializing to change the element on the fly.

Use Fire Snake until higher levels. Why? High damage base and level 5 spell still leaves room for metamagic, esp Quicken.

Mechanics behind Choices: Orc blooded, Draconic: +1 to all damage spells, +1 to element of choice, retasked by Admixture = +2 dmg/die on blasting spells.

FEATS
Intensify Spell: Increases caster level damage cap +5 to apply to a specific spell. Burning hands goes up to 10d4+20. Magic Missile goes to 7d4+14. Fireball to 15d6+30, Fire Snake to 20d6+40.

Empower Spell: Increase dmg by 50%.

Quicken Spell: Hit enemy with two spells/rd.

Spell Specialization: +2 to caster level with a specific spell. Helps bring the damage earlier and faster.

Varisian Tattoo: +1 to Caster level with a specific school (Evo). This buys off your sorc level.

Greater Spell Specialization: Sacrifice spells to power your chosen blaster spell. Means you can memorize utility spells freely.

Spell Perfection: Doubles fixed feat bonuses, apply one metamagic for free. An Empowered/Intensified spell with Magical Lineage is still its original spell slot. SPell Penetration doubles to +4. Varisian Tattoo to +2. Spell Specialization to +4. Effectively, you've got +10 on Spell Resistance rolls, and are casting 'Your spell' at 5 levels higher then your own.

Top End Damage: 30d6 +60 from Fire Snake, empowered, Intensified, average 165 dmg, save 1/2, level 5 slot.
Quicken for another hit, 5th level slot, 20d6 + 40dmg, avg 165.
= 330 blasting dmg in one round, save for 1/2. If you've a Rod of Maximize, you can lift this to 215 base damage.

Base level 5 spell slot is 20d6+40 dmg, 165 dmg.

BY LEVEL

At level 1, your Burning Hands should be 2d4+4 (avg 9)

At level 2, its unchanged.

At level 3, Spell Specialization kicks in. 5d4+10 (22.5). This tops it unless you Intensify it.

At 4th, 6d4+12 (27), Intensified BH.

At 5th, Intensified BH, 7d4+14 (31.5).

At 6th, you can shift Spec to Scorching Ray. 2x 4d6+8 (44). Your Fireball is 5d6+10 as well, or 7d6+14 if specced.

At 7th, 6d6+12 fireball, or 8d6+18 if spec. An Empowered, Intensified Burning Hands, if still the spec spell, is 13.5d4+27 (about 60).

8th - Empowered Scorching Ray, 2 x 6d6+12. E/I BH is 15d6+30 (74, max)

9th - Intensified, Specialized Fireball is 11d6+22 (51).

10th - Firesnake. E/Spec Fireball is 15d6+30 (74). Emp Scorching Rays are 3 x 6d6+12, or 18d6+36 (99 dmg). You can now Quicken a Burning Hands or Magic Missile as kicker damage in a round, although you've few slots.

12th - E/I/Spec Fireball is 21d6+42 (115) damage. You can now Quicken a 12d6+24 Scorching Ray.

14th level - A Specialized Firesnake now exceeds/equals an intensified Fireball. Fireball caps at 22.5d6+ 45 (123~) damage. An Empowered Firesnake is 24d6+48 (132) damage. You can now Quicken a 10d6+20 Fireball. Intensified, Empowered Scorching Ray tops out at 24d6+48 (132 dmg)

15th level - Spell Perfection. You can now add a Meta for Free. This will be Quicken or Empower. Intensified might be free if Magical Lineage applies to it. Caster level buffs for spec spell exceed +5, so top out at 20d6 dmg at 15th level. You will miss Spell Resistance rolls against CR appropriate enemies on a 1.
Assuming Firesnake, you can now cast a Quickened Intensified Firesnake for 20d6+40 (110) damage out of a 5th level slot, and an Empowered Firesnake out of the same slot for 30d6+60 (165) damage. Using a 7th level slot, you can Empower both.

16th+ - Damage remains the same, higher level spell slots are open for use of other Metas or control spells.

Conceivably you could use Disintegrate to get a higher damage total, but the delay isn't worth it, and you'd lose the Varisian tattoo bonus.

If your DM allows you Twin Spell from 3.5, you can very, very easily clock in at 495 raw dmg/round. IF he allows Arcane Thesis, god help your enemies.

==+Aelryinth


Aelryinth...

Thank you for the post. I asked in an earlier thread whether going that route - Cross-blooded Orc/Dargon Sorcerer at 1st and Admixture Evocationist for every level thereafter - was too much cheese... and I was told no because I was 'gimping myself'. Now, I know that Wizards don't get as many spells as Sorcerers do, but I can't imagine a full Sorcerer being a more effective blaster than that.

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The Sin Magic Wizard has as many spells as any sorceror, which made me roll my eyes when I heard it. Losing two schools of magic, and not being able to choose which ones, is a hefty price, however.

You're welcome on the post. I favorited it and keep it so that I can just cut/paste when I see these posts, instead of having to rehash a build again! :)

==Aelryinth


Another option that I always thought would be fun is:

Cross-blooded (Orc/Elemental: Water) + Rime Spell Metamagic

Turn the plethora of fire blasts at your disposal into cold blasts with the Elemental bloodline, then add in Rime Spell to add some debuff to your blast. Orc keeps the damage respectable. Run into a cold immune enemy? Just blast with fire! You still get your bonus damage from the Orc bloodline. The Magical Lineage trait really makes this work.

Like all the options other than Sorcerer 1/Wizard X, it's not as optimized, but it's still effective, if for whatever reason that particular build doesn't jive with you or your group.

Also, a general cross-blooded tip: make sure to use metamagic feats to use your highest level spell slots when you have no spells known of that level. Persistent Spell and Heighten Spell are solid choices for this purpose.


Thanks to all for the advices!

The croosbloded seem really cool but i fear that i will suck in a lot of level just to be good in some few levels, is just an impression?

The dragon / elemental seem really good thought, it also really cool for a pyromaniac in case :D

I don't quite understand the mechanic of taking a wizard level but if possible i would like to avoid it; a sorcerer taking a level (or more) as a wizard stink to much as only-optimizatont and no-caratterization in my eyes; i know that one can create all the fluff needed to justify it but still i don't like it.

I would also prefer not to take the orc bloodlines since i really dislike orcs :P

Basically i don't want to build a monster (the rest of the party is far for being optmized) just a sorcerer that work being only a sorcerer


well, so the idea for taking the wizard is the spontaneous substitution of chosen elements, and the ability to switch out spells while not losing much for the 1st level of crossblooded sorc. because crossblooded sorc loses a spell per level of sorc, so that's another reason to switch to wizard, you don't lose any spells, but gain the ability to switch them out.

EDIT: you actually lose a fair amount for being a crossblooded sorc, but taking levels as wizard makes up for most of it. it is worth it especially for blasting. going straight sorc isn't going to gimp you though, it just isn't optimal


Then
Sage for skills and thus utility
Draxonic for damage
Elemental for flexibility

I would probably go sage and pick spells like dragon breath. Keeps your non blasting usefulness higher :-)


About Aelryinth's build:
be sure to take the tattoed sorcerer archetype in addition to crossblooded and about the element on the draconic bloodline chose either acid (fewer resistance/immunities) or cold (rime spell). If you don't want to go with orc/draconic you can go dragonic/primal but then you have some issues with the tattoed sorcerer archetype (the archetype may or may not be used with the primal bloodline).

About Kingmaker:
If your DM sticks enough to the book then i have to say that the AP is quite easy and doesn't need that level of optimization.


Why "he archetype may or may not be used with the primal bloodline" ?

Happy to know that kinmaker don't need special optimization since i like to be more relaxed creating pg.


Leo is correct. KM is the easiest AP so far. Many think it is too easy if it is ran as written.


eleclipse wrote:

Why "he archetype may or may not be used with the primal bloodline" ?

Happy to know that kinmaker don't need special optimization since i like to be more relaxed creating pg.

About the kingmaker in general, as i said it depends on how much your DM goes with the book but there are several thingds that make kingmaker a quite easy AP.

About the tattoed sorcerer and the primal bloodline:
Because the primal bloodline changes the 1st level elemental bloodline power and the archetype replaces the 1st bloodline power of your bloodline (whatever that is). Of course there are issues with the wording of the primal bloodline (doesn't say 1st bloodline power it says elemental blast) and the wording of the archetype (it replaces the 1st level power) and the more important thing is that some people (me included) see wildblooded as more bloodlines instead of an archetype.
Anyway if you talk to your DM and explain to him that the orc bloodline is a so much better (mechanically) option you might get him to allow you to make a tattoed draconic/primal. That's what i did when i played a blaster wizard.


Than you for the clarification!

Since i'm going pure wizard i'm seriusly wavering btween the crossbloded dragon/primal (my gm will let me do it for sure)or simply dragon since being pure sorcerer crossbloded seem too focused for his own good.


eleclipse wrote:

Hi,

I need a new pg for our kingmaker campaign, we're at lvl 5 and i've decided to do a sorcerer blaster.

I've never build one so here i am asking for some advice.

Well as others have said a blaster sorcerer is about the only decent use for the crossblooded archetype... going with dragon(pick element) and orc to give +2 dam/die on a given element.

Either Tattooed sorcerer or waiting (as the archetype looses its 7th level bonus feat, so it will balance out there and just be a few other trade-offs) is an option.

You will want to look at Bloatmage initiate perhaps as it will be yet another +1 CL. It has some drawbacks but honestly they make for fun roleplay.

Human is very, very nice as the additional spells known is felt even more for a crossblooded, the feat and skill is nice as well. You pick up darkvision via Orc bloodline so that's moot.

Spell specialization is nice as you can start with burning hands then move over to say fireball. Depending on the levels you're talking about you can make a fun exercise in making fireball worthwhile for many levels.

Your two traits are likely wayang(sp) spellhunter and magical lineage both for say fireball.

You will pick up intensify spell, empower spell, quicken spell all earlier than you would think. At 7th level when you get fireball you will be empowering it as a 3rd level spell and it will be at CL 11. By 8th level you will empower intensified fireballs as 4th level spells at CL 12, etc.

You can start off with a CL 4 burning hands should you wish, or make due with a CL 3 one depending on whether or not you want the tattoo familiar. Do out both builds and decide.

As others have said Dazing spell is wonderful. You can hit them with spells without saves (eg scorching ray) and give them will saves to be dazed for 2 rounds, or spells like fireball to give them ref saves to be dazed for 3 rounds. You get to target different saves for this, so if you know what you're fighting you should do well.

Stats (15pt buy):
STR 07
INT 13
WIS 07
DEX 12
CON 14
CHA 19 (17+2racial)

Now your will save is low, but lowering REF and INIT by 1 (as well as AC) to raise it by 1 doesn't seem as useful.

As your favored class will go to spells known, you want that 14CON to give you 6hps/level. Likewise picking up false life later on will be worthwhile as will a CON belt. When you lay down fire you in turn draw fire from any that survive (and many won't).

-James


@james maissen
You need 8th level in order to empower a "lineaged" fireball.


leo1925 wrote:

@james maissen

You need 8th level in order to empower a "lineaged" fireball.

There's another trait that does what lineage does, and it's a regional trait. It's not a 'trait bonus' so you can take both for the same spell.

-James


Thanks to all for the advices!

@james maissen: I didn't even suspected the existance of a disgusting class like the bloatmage :D (i'll never make a cha based pg with that pc).

I must say i'm a bit deluded that the sorcerer is still mostly a "flaouvor" class, hell it seem that even the best blaster is a wizard with 1 lvl of sorcerer. Of course it's still a lot better that 3.5 but still disapointing (or maybe is the mage who have too much options, i don't know).


eleclipse wrote:

Thanks to all for the advices!

@james maissen: I didn't even suspected the existance of a disgusting class like the bloatmage :D (i'll never make a cha based pg with that pc).

I must say i'm a bit deluded that the sorcerer is still mostly a "flaouvor" class, hell it seem that even the best blaster is a wizard with 1 lvl of sorcerer. Of course it's still a lot better that 3.5 but still disapointing (or maybe is the mage who have too much options, i don't know).

I know there are differing opinions about it, but I personally think a sorcerer is very well suited to do what you want. The real power of the sorcerer is not spells per day - though that is nice - but metamagic. If, for example, you took dragon breath, magical lineage: dragon breath and the selective spell feat, you can - with the same slot - blast away and exclude your buddies standing in the way. Same holds true for all other +1 metamagic feats :-)


Sadly my gm don't allow trait, even he it may allow the feat (i have to ask him).

But this can be done also by the wizard.

The problem (for me) is that it's not "fair" that the wizard can blast better then a sorc (which is supposed to be the best in this thing) with just 1 lvl of sorc; it's seem to me that he can do too many things and the "new" feats like eldritch eritage don't help. It's just too much, imo.


eleclipse wrote:

Sadly my gm don't allow trait, even he it may allow the feat (i have to ask him).

But this can be done also by the wizard.

The problem (for me) is that it's not "fair" that the wizard can blast better then a sorc (which is supposed to be the best in this thing) with just 1 lvl of sorc; it's seem to me that he can do too many things and the "new" feats like eldritch eritage don't help. It's just too much, imo.

I don't see how a wizard can spontaneously apply every metamagic feat, e.g. to daze, convert energy, cast silently in a silent zone etc.

Wizard can do a lot of things, but he is not better at everything.
The bloodline abilities of sorcerer should also not be underestimated IMO.

If you're convinced, OK. I am happy with the sorcerer and don't think you need to be so disappointed about it :-)


I'm not disapointed by the sorcerer, i just think that it's not fair that a mage can (as far as i know) be better that him even in "his field of competenece", of course it's not absolute in avery situation, i'm talking about the average.

So basically i think that sorcerer are ok ( i love them, expeccially the concept) and that wizard are just too much.

I'm a little scared by a lot of talk i've read about sorcerer blaster sucking after 10 tought (but forum class talk is alway too scary for my liking :D)


eleclipse wrote:

I'm not disapointed by the sorcerer, i just think that it's not fair that a mage can (as far as i know) be better that him even in "his field of competenece", of course it's not absolute in avery situation, i'm talking about the average.

So basically i think that sorcerer are ok ( i love them, expeccially the concept) and that wizard are just too much.

I'm a little scared by a lot of talk i've read about sorcerer blaster sucking after 10 tought (but forum class talk is alway too scary for my liking :D)

A lot of this talk is pretty theoretical, and it entirely depends on the campaign and the players. Wizards aren't too much, just different, and above circumstances determine their effectiveness just as much as those of sorcerers.

Note: Don't want to start another wizard/sorcerer thread. Those go on and on and on...


Bloodline Arcane good.

Metamagic Adept is great if you plan on using meta magic. It lets you cast spells with meta magic as a standard action once per day at 3rd level and one more time per day every 4 levels.

New Arcana is also very good. It gives you more spells known.


eleclipse wrote:

I'm not disapointed by the sorcerer, i just think that it's not fair that a mage can (as far as i know) be better that him even in "his field of competenece", of course it's not absolute in avery situation, i'm talking about the average.

So basically i think that sorcerer are ok ( i love them, expeccially the concept) and that wizard are just too much.

I'm a little scared by a lot of talk i've read about sorcerer blaster sucking after 10 tought (but forum class talk is alway too scary for my liking :D)

Blast after 10 do not suck. Unless doing half the hp to each monster in the encounter in the first round "sucks". Metamagic, metamagic rods and quickened spells (or coldstrike) make for a very powerful first round nova 3 to 6 encounters a day. That's more than enough for most campaings, and certainly it is for KM and his "1 encounter per day".

Another thing you have to keep in your mind is that you still can cast haste, invisibility, confusion and fly as much as everyone else. You don't need to learn a blast spell for *each* level. That's why you have metamagic. Empowered fireball can be your level 5 blast. Maximized Fireball can be your level 6 blast. Maximized intensified fireball can be your level 7 blast. You can save your few and precious 6th level spell for a Summon Monster 6, a Greater Dispel Magic, or a Flesh to Stone.


eleclipse wrote:

Sadly my gm don't allow trait, even he it may allow the feat (i have to ask him).

But this can be done also by the wizard.

The problem (for me) is that it's not "fair" that the wizard can blast better then a sorc (which is supposed to be the best in this thing) with just 1 lvl of sorc; it's seem to me that he can do too many things and the "new" feats like eldritch eritage don't help. It's just too much, imo.

Wizards are awesome, true. And probably better than Sorcerers, at least in what Wizards excel (battlefield control). However, there is a few things Sorcerers can do, that Wizards can't.

For example, a Sorcerer can cast 6 fireballs through a given dungeon. The Wizard can do as well, but he needs to *memorize* the fireballs. That means he does not have any other lvl 3 spell available. If you suddenly find an encounter where you would rather prefer to cast fly on your fighter, or if you need to dispel magic, or you feel Haste is a better option, you *can't*. A sorcerer can. That's a great adventage.


Many thanks again for the advices to all :)

This is the build (5 lvl) i came up with, i sacrificed a bit of blast (crossobloeded)in favor of a little versatility being the only arcane caster of the group. I must say that this build forced me to study metamagic and other couple of things and now i think i can be better at building any caster :)

_____________________

Human

STR 7

DEX 12

CON 14

INT 14

WIS 10

CAR 18

Sorcerer, draconic bloodline (brass) and tatooed sorcerer (scorpion + inziative check), varisian tatoo (evocation)

Feats:

Spell focus (evocation)
Spell specialization
Inproved initiative
Intensified spell

Liberty's Edge

gustavo iglesias wrote:

Wizards are awesome, true. And probably better than Sorcerers, at least in what Wizards excel (battlefield control). However, there is a few things Sorcerers can do, that Wizards can't.

For example, a Sorcerer can cast 6 fireballs through a given dungeon. The Wizard can do as well, but he needs to *memorize* the fireballs. That means he does not have any other lvl 3 spell available. If you suddenly find an encounter where you would rather prefer to cast fly on your fighter, or if you need to dispel magic, or you feel Haste is a better option, you *can't*. A sorcerer can. That's a great adventage.

That's much less true of Wizards who are designed as blasters. Greater Spell Specialization lets you cast your specialized spell spontaneously, so if you're specialized in fireball, for example, you never need to memorize it, and you can instead memorize fly, haste, or dispel magic.

Granted, a Wizard can't do this until 9th level. Of course, before that, at 8th level, a Sorcerer only has two 3rd level spells known (three if he's Human), so he can spontaneously cast either fireball or fly (for example), but then he can forget all about the haste or dispel magic. He'll be 13th level before he can choose between four 3rd level spells (or 9th level if he's Human).

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Also, wizards can create scrolls of utility spells and memorize lots of spells they need to spam, like fireball and/or lightning bolt. If the wizard needs a utility spell, he just grabs one of his (many!) scrolls of dispel magic, fly, haste, slow, stinking cloud, deep slumber, water breathing, invisiblity sphere, clairaudience/clairvoyance, tongues, protection from energy, etc. etc.

I played with a wizard in a campaign where we would ride on horseback for a week, and then do a dungeon. He would have 7 extra scrolls he made during the trek, plus 7 extra scrolls he made on the way back from the previous dungeon. He was super versatile and wasn't even min-maxed (I think he had a level of ranger (he wanted a griffon mount), and then multi-classed into truenamer, and still was a big help with buffs, de-buffs, and blasts.


eleclipse wrote:

Many thanks again for the advices to all :)

This is the build (5 lvl) i came up with, i sacrificed a bit of blast (crossobloeded)in favor of a little versatility being the only arcane caster of the group. I must say that this build forced me to study metamagic and other couple of things and now i think i can be better at building any caster :)

_____________________

Human

STR 7

DEX 12

CON 14

INT 14

WIS 10

CAR 18

Sorcerer, draconic bloodline (brass) and tatooed sorcerer (scorpion + inziative check), varisian tatoo (evocation)

Feats:

Spell focus (evocation)
Spell specialization
Inproved initiative
Intensified spell

Feats and bloodline look alright. Personally I would rather reduce intelligence to get the STR up to 10. 7 is really low, you will have difficulties just carrying your basic gear.

I would maybe consider pushing intensified spell back for one elemental spell, like acid. This immediately gives you a lot of flexibility with your spells, and acid has lots of utility and few critters with resistances.


Having an handy hoversack i don't have much issue with weight problem so it's ok (also i don't have much gear to begin with)

I was also really unsure if take first elemental or intensified; in the end i took intensified since we are a lot in the wild and till now i dind't se a thing that could have resistence to fire and i think we wont see anything that have it till lvl 7 (and probably after).

What other utility an acid spell can have other than damage? (Seriusly i never used acid spell so i have no idea)


eleclipse wrote:

Having an handy hoversack i don't have much issue with weight problem so it's ok (also i don't have much gear to begin with)

I was also really unsure if take first elemental or intensified; in the end i took intensified since we are a lot in the wild and till now i dind't se a thing that could have resistence to fire and i think we wont see anything that have it till lvl 7 (and probably after).

What other utility an acid spell can have other than damage? (Seriusly i never used acid spell so i have no idea)

Melting down stuff, overcoming resistances, inhibiting regeneration (trolls)...

In the end it gives you flexibility since you only require a few basic spells (e.g. fire spells), then adapt them with elemental spell when necessary. This leaves you more spells known for utility etc.

Also, encumberance is not the only thing. A single fully effective ray of enfeeblement, even when you make the save, will leave you comatose. Same with poison or disease that effects a score that low.
This is a glaring weakness just waiting to bite you IMO :-)


Sangalor wrote:
eleclipse wrote:

Having an handy hoversack i don't have much issue with weight problem so it's ok (also i don't have much gear to begin with)

I was also really unsure if take first elemental or intensified; in the end i took intensified since we are a lot in the wild and till now i dind't se a thing that could have resistence to fire and i think we wont see anything that have it till lvl 7 (and probably after).

What other utility an acid spell can have other than damage? (Seriusly i never used acid spell so i have no idea)

Melting down stuff, overcoming resistances, inhibiting regeneration (trolls)...

In the end it gives you flexibility since you only require a few basic spells (e.g. fire spells), then adapt them with elemental spell when necessary. This leaves you more spells known for utility etc.

Also, encumberance is not the only thing. A single fully effective ray of enfeeblement, even when you make the save, will leave you comatose. Same with poison or disease that effects a score that low.
This is a glaring weakness just waiting to bite you IMO :-)

The ray of enfeeblement part is incorrect, the spell doesn't do STR damage, it gives you STR penalties.

Although the idea is sound, the STR 7 isn't such a good idea, shadows do exist.


leo1925 wrote:


Although the idea is sound, the STR 7 isn't such a good idea, shadows do exist.

And shadows still exist if his STR is 8, 9, or 10.

On a 15pt buy he's going to take hits somewhere... as it is he's only paid for a 15 in his main stat.

-James


leo1925 wrote:
Sangalor wrote:
eleclipse wrote:

Having an handy hoversack i don't have much issue with weight problem so it's ok (also i don't have much gear to begin with)

I was also really unsure if take first elemental or intensified; in the end i took intensified since we are a lot in the wild and till now i dind't se a thing that could have resistence to fire and i think we wont see anything that have it till lvl 7 (and probably after).

What other utility an acid spell can have other than damage? (Seriusly i never used acid spell so i have no idea)

Melting down stuff, overcoming resistances, inhibiting regeneration (trolls)...

In the end it gives you flexibility since you only require a few basic spells (e.g. fire spells), then adapt them with elemental spell when necessary. This leaves you more spells known for utility etc.

Also, encumberance is not the only thing. A single fully effective ray of enfeeblement, even when you make the save, will leave you comatose. Same with poison or disease that effects a score that low.
This is a glaring weakness just waiting to bite you IMO :-)

The ray of enfeeblement part is incorrect, the spell doesn't do STR damage, it gives you STR penalties.

Although the idea is sound, the STR 7 isn't such a good idea, shadows do exist.

I was inprecise: Ray of enfeeblement gives strength penalties, not damage you are correct. I also checked that that specific spell does not reduce you below 1, so I was wrong there on this instance.

However, a single casting of a simple level 1 spell taking you completely out of the picture (what a strength 1 arguably does), or poison (this is really a bugger) doing that to you.

Also, 15 point-buy is one thing, going this far down on an ability remains a bad idea. But I accept that this is a matter of style as well :-)


Sangalor wrote:


However, a single casting of a simple level 1 spell taking you completely out of the picture (what a strength 1 arguably does), or poison (this is really a bugger) doing that to you.

Also, 15 point-buy is one thing, going this far down on an ability remains a bad idea. But I accept that this is a matter of style as well :-)

I disagree. What would you have him lower? He needs a 13INT for spell specialization and his CHA is low as it is. For a caster that is by no means 'completely out of the picture'.

Besides.. if he stays under 10lbs gear he could still move even with a 1STR.. or 30lbs if he's got ant haul up. Or move without encumbrance if he satisfies both.

I think STR is a reasonable place for him to get a few more pts. I think its loss would not be as bad as having lower CON, do you?

What about lower DEX? A 10DEX and 8STR is much better?

Lower INT, he could have a 13INT and 8STR.. but is that really solving anything? It gives him +3lbs on a light load, STR damage is still going to hurt, etc.

He could lower WIS I guess... but that has its own drawbacks. Personally I probably would have lowered WIS as well as STR to increase the CHA score.

-James


Two quick observations.

First, Strength penalties or damage won't lower your weight limits:

PRD, Glossary, Ability Score Damage, Penalty and Drain wrote:
Strength: Damage to your Strength score causes you to take penalties on Strength-based skill checks, melee attack rolls, and weapon damage rolls (if they rely on Strength). The penalty also applies to your Combat Maneuver Bonus (if you are Small or larger) and your Combat Maneuver Defense.

However, ability drain will:

PRD, Glossary, Ability Score Damage, Penalty and Drain wrote:
Ability Drain: Ability drain actually reduces the relevant ability score. Modify all skills and statistics related to that ability. This might cause you to lose skill points, hit points, and other bonuses. Ability drain can be healed through the use of spells such as restoration.

Second, and I could be wrong on this, but wouldn't Bloodline Arcana abilities (like adding +1 per damage die rolled) only apply to spells cast as a Sorcerer? Not to mention caster level? If I'm a Sorcerer 1/Wizard 19, I've got the fabric of the universe at my fingertips, but that Burning Hands spell I figured out back when I was 15 still only does 1d4+1. Or am I wrong on that?


ZappoHisbane wrote:


Second, and I could be wrong on this, but wouldn't Bloodline Arcana abilities (like adding +1 per damage die rolled) only apply to spells cast as a Sorcerer? Not to mention caster level? If I'm a Sorcerer 1/Wizard 19, I've got the fabric of the universe at my fingertips, but that Burning Hands spell I figured out back when I was 15 still only does 1d4+1. Or am I wrong on that?

As far as you go by text every spell with the "fire" (or else) descriptor you cast get that bonus, even with scroll or staffes, so even the one casted as a wizard. Of course it would make much more sense as you say.

Quote:


Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.

RPG Superstar 2008 Top 32

I removed a post and the replies to it. There are different valid ways to play the game.


ZappoHisbane wrote:


Second, and I could be wrong on this, but wouldn't Bloodline Arcana abilities (like adding +1 per damage die rolled) only apply to spells cast as a Sorcerer? Not to mention caster level? If I'm a Sorcerer 1/Wizard 19, I've got the fabric of the universe at my fingertips, but that Burning Hands spell I figured out back when I was 15 still only does 1d4+1. Or am I wrong on that?

Your arcana will apply to all spells.

Now your sorcerer burning hands spell will still be cast at your sorcerer caster level. Now this is likely higher than 1 as you'll have V. Tattoo and possibly bloatmage increasing all evocation spells, but you have the idea right there.

But your wizard spells would benefit from your sorcerer bloodline abilities.. this is spelled out directly in the FAQ I believe.

-James


I've just posted a guide to Sorcerers.

You might find something intersting there.

My Guide


Heymitch wrote:
gustavo iglesias wrote:

Wizards are awesome, true. And probably better than Sorcerers, at least in what Wizards excel (battlefield control). However, there is a few things Sorcerers can do, that Wizards can't.

For example, a Sorcerer can cast 6 fireballs through a given dungeon. The Wizard can do as well, but he needs to *memorize* the fireballs. That means he does not have any other lvl 3 spell available. If you suddenly find an encounter where you would rather prefer to cast fly on your fighter, or if you need to dispel magic, or you feel Haste is a better option, you *can't*. A sorcerer can. That's a great adventage.

That's much less true of Wizards who are designed as blasters. Greater Spell Specialization lets you cast your specialized spell spontaneously, so if you're specialized in fireball, for example, you never need to memorize it, and you can instead memorize fly, haste, or dispel magic.

Granted, a Wizard can't do this until 9th level. Of course, before that, at 8th level, a Sorcerer only has two 3rd level spells known (three if he's Human), so he can spontaneously cast either fireball or fly (for example), but then he can forget all about the haste or dispel magic. He'll be 13th level before he can choose between four 3rd level spells (or 9th level if he's Human).

While this is true, it also has a feat tax, and only affect the fireball A sorcerer can be using those feats for other things (like empowering metamagic), and can do so not only with the fireball, but also with other spells (like Scorching burst and Dragon's Breath, or whatever spells they chose)

The real adventage for Wizards, imho, is that they have an extra spell level at odd numbers. A sorcerer has to wait up to 10 to get 5th level spells, while the wizard has it at 9. That is the real adventage. That, and INT being a much better stat to max than CHA.

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