Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Pathfinder Roleplaying Game
Pathfinder Society

Pathfinder Beginner Box

Pathfinder Adventure Card Game

Pathfinder Comics

Pathfinder Legends

Should I rebuild my PFS sorcerer while I can?


Advice

Liberty's Edge

I have little experience with PFS. Below are the particulars of the celestial sorcerer I started with.

Basics:
Lavode de'Morcaine
Sorcerer of the Celestial bloodline
Alignment: Chaotic Good
Worship: Desna (but not particularly devout)
Faction: Andoran
Race: Half-Elf
Str: 10, Dex: 14, Con: 14, Int: 12, Wis: 8, Cha 18
Languages: Common, Elf, Draconic

Defense:
AC 12, touch 12, flat footed 10
HP: 8 (6+2)
Fort: +2 (base +0, con +2)
Refl: +2 (base +0, dex +2)
Will: +1 (base +2, wis -1)

Offense:
BAB: +0, Melee: +0, Missile: +2, Initiative: +2, Speed: 30'
lt xbow: atk +2, dam d8, crit 19-20/x2
morning star: atk 0, dam d8, crit 20/x2
dagger: atk +0, dam d4, crit 19-20/x2

Race, Class, Traits, & Feats:

Half-Elf: +2 to one ability score (charisma for Lavode)
Half-Elf: low light vision
Half-Elf: free skill focus feat
Half-Elf: Elf blood
Half-Elf: Elf immunities, immune to sleep and +2 save vs. enchantment
Half-Elf: keen senses, +2 to perception checks
Trait: andoran indomitable (+1 save vs. enchantment)
Trait: focused mind (+2 concentration checks)
Sorcerer: eschew materials
Celestial: arcana, summons have DR (1/2Lv) / Evil
Celestial: power, heavenly fire (sp) 3+(cha mod) each day, 30' range touch attack d4+(1/2Lv) damages evil and heals good, can only heal a given individual once each day
feat: skill focus, bluff +3 (free as half-elf)
feat: spell focus, conjuration DC +1

Skills:
favored class bonus to skills
+2 = acrobatics (ranks 0, dex +2, acp 0)
+1 = appraise (ranks 0, int +1, class 0)
+11 = bluff (ranks 1, cha +4, class +3, sf +3)
+1 = climb (ranks 0, str +0, acp 0)
+1 = craft (ranks 0, int +1)
+4 = diplomacy (ranks 0, cha +4)
+4 = disguise (ranks 0, cha +4)
+2 = escape artist (ranks 0, dex +2)
+2 = fly (ranks 0, dex +2, acp 0, class 0)
-1 = heal (ranks 0, wis -1, class 0)
+4 = intimidate (ranks 0, cha +4, class 0)
+5 = know arcana (ranks 1, int +1, class +3)
+1 = perception (ranks 0, wis -1, elf +2)
+4 = perform (ranks 0, cha +4)
+2 = ride (ranks 0, dex +2, acp 0)
-1 = sense motive (ranks 0, wis -1)
+5 = spellcraft (ranks 1, int +1, class +3)
+2 = stealth (ranks 0, dex +2, acp 0)
-1 = survival (ranks 0, wis -1)
+0 = swim (ranks 0, str 0)
+8 = use magic device (ranks 1, cha +4, class +3)

Spells:
detect magic
ghost sound
dancing lights
acid splash
mage armor
grease

Special Equipment:
gps 1366
potion: cure light wounds
wand: cure light wounds (ch 41) - { bought with 2 prestige points per the GM, but no I can’t find where that is allowed }
silver bolts (x2)
the only things on my chronicle sheets which I can afford are:
scroll: lesser restoration (150 gps)
potion: cure moderate wounds (300 gps)
potion: sure serious wounds (750 gps)
potion: invisibility (300 gps)
scroll: barkskin (150 gps)
scroll: grove of respite (700 gps)
wand: eagle eye ch9 (810 gps)
wand: cure light wounds (750 gps)
I’m not sure any of these are really worth buying

My understanding is that before I advance him to 2nd level I can rebuild him if I want to do so. I have the required 3 sessions, so he will be 2nd level next event this weekend. I need to decide if I want to rebuild him or not.

I was kinda going for the high bluff, controller with a secondary of summon monster.

However, so far that has been zero opportunity to really use bluff. Plus I don’t have the intelligence to get lots of languages. Talking with a couple of the other players, it sounds like PFS won’t necessarily get a lot of use out of the bluff skill. Is this true?

I thought summon mon would be good with the little bit of DR from celestial. So I was going to take augment summoning and sum mon II (then keep switching for the latest summon). But several people seem to think summon mon is not really worthwhile unless you are actually the summoner class. Do you folks agree with that?

I know a lot of people really carp on the heavenly fire ability. But that ranged healing has already stopped a mission fail and saved 2 other PC lives. So even if it isn’t terribly useful later, here at low levels it has been pretty good. But I'm not set on it.

I was considering Empyreal bloodline, dumping charisma and putting skill to perception and sense motive. Wierdly the power it gives is channel energy. Kool ! ! ! But wait it is charisma dependent and I just dumped charisma since wisdom is now my caster stat. Which means if I really dump charisma, i will only get 1 each day. The DC will be too low use offensively, but I guess it would give me 1 area heal which is always helpful.

I am also considering the sage bloodline. That would get me the intelligence to get some more skill points which is always good. But other than that, it seems sorta boring.

Opinons or suggestions on what I should do?

Liberty's Edge

I guess I should mention that even though I can completely redu the character, I still want to be a sorcerer primary caster.

I am not interested in switching to inquisitor or a melee sorcerer.

I've been reading through some of the other bloodlines to see what seems worthwhile.

Destined seems to have a lot to keep you alive.
Dreamspun, serpentine, and void-touched seem interesting. Anyone tried them in PFS?


Pathfinder Battles Case Subscriber

The very fact you are asking tells me you do want to change him. So change him now while you can. Don't ask if, just how. Make him so he will be fun to play. So you can feel like you really used him most of the time. Just an opinion.

Liberty's Edge

hmm...

I see what you mean, I guess the question is more toward whether or not some of my assumptions really are true for PFS.

Is the 'bluff' skill really not very useful for PFS or is it just the beginner level scenerios that I've seen so far?

Has anyone else found summon mon not to be terribly useful if you are not a summoner class? I haven't gotten to try that yet, but that is the impression I got from a couple other players.

I guess if either or both of those are true, then I will be making changes.

Silver Crusade RPG Superstar 2014 Top 16

My PFS Lavode De'Morcaine wrote:

hmm...

I see what you mean, I guess the question is more toward whether or not some of my assumptions really are true for PFS.

Is the 'bluff' skill really not very useful for PFS or is it just the beginner level scenerios that I've seen so far?

Has anyone else found summon mon not to be terribly useful if you are not a summoner class? I haven't gotten to try that yet, but that is the impression I got from a couple other players.

I guess if either or both of those are true, then I will be making changes.

Summon Monster can be very useful after about level 3, but until then the duration is just too short to be meaningful (unless you're a Summoner).

Grand Lodge

Pathfinder Adventure Path, Maps Subscriber

Bluff is sometimes useful in PFS, but it's not something to build a character around. Diplomacy gets a lot more use and you can get it from a trait (lose the COncentration one) or a Serpentine bloodline. I don't think trying to compete with summoners in terms of summoning monsters is going to be satisfying.

You really havn't given us much information about the problem you are having. Are there other characters with Bluff or just no opportunity to use it? Are there other sorcerers/summoners in your local play group? If all you say is that you're unhappy, then all we can do is tell you to redo the character while you have the chance.

I wouldn't go Empyreal unless you are playing to multiclass into something that needs wisdom. If you want more skill points (and skills) you are better off going wizard (or bard) than Sage bloodline.

I have a Sylvan sorcerer in PFS and have played Fey and Serpentine sorcerers in home campaigns. The Sylvan has a tiger companion which has prevented a TPK when the rest of the party was bleeding out or unconscious due to Color Spray. She has point blank and precise shot feats, so she uses a bow and ray spells when she isn't buffing her tiger. Level 5 now and will see a dramatic improvement at 7th when the tiger becomes large. On the other hand, she doesn't have the spells to buff her animal companion that a druid does.

Liberty's Edge

I'm not necessarily having a problem or unhappy. I'm just trying to decide if I should do something to keep that from happening in the future.

The heavenly fire and grease has kept me reasonably effective for a first level caster.
Falling back on acid splash has given me at least a better chance to hit than with my xbow.
But my low perception means that I never notice anything to avoid surprise. But I'm in the back or middle so it hasn't been a huge problem.
Most of the others have had improved initiative or some other ability so I've been at the bottom of initiative.

I have used bluff a lot in the past in home games. So I was designing with that as one of the major strengths. I've only played three times, but there has been zero opportunity to use it so far. A few other players suggested that in PFS it won't see much use. So I'm thinking I should change it.

I am getting mixed reactions on whether summon mon spells and augment summoning are worth taking.

Several people have acted like my wisdom is going to give me a problem with will saves in a few levels.

To a certain extent, I suppose I am reacting to what others have said. But they have seen a lot more PFS play time than me. So I wanted to see if others agree that in PFS my build may give me problems.

Grand Lodge

Pathfinder Adventure Path, Maps Subscriber
My PFS Lavode De'Morcaine wrote:

I have used bluff a lot in the past in home games. So I was designing with that as one of the major strengths. I've only played three times, but there has been zero opportunity to use it so far. A few other players suggested that in PFS it won't see much use. So I'm thinking I should change it.

I am getting mixed reactions on whether summon mon spells and augment summoning are worth taking.

Several people have acted like my wisdom is going to give me a problem with will saves in a few levels.

To a certain extent, I suppose I am reacting to what others have said. But they have seen a lot more PFS play time than me. So I wanted to see if others agree that in PFS my build may give me problems.

Presumably your home game GM took your focus on Bluff into consideration in his campaign. You will not see that in PFS. It is needed from time to time, but making it a significant part of your character will lead to frustration.

If I was going to summon stuff, I would play a summoner. Otherwise, you are going to be overshadowed if you are in a group with a summoner.

Will is your good saving throw, putting an 8 in Wisdom is fine. Most opponents are going to choose fighter types for Will save spells. And you could swap Strength and Wisdom scores with no real harm.

If you are going to play a 1/2 elf, you should look at the arcane heritage feats since you start with skill focus. Personally, I would go human for the extra spells favored class option.


Grease is awesome. I would adjust the stats more for a 20 CHA. This will give you an extra spell each day and make your saves 5% less. My gnome rocks a 5 strength and has been very successfull.

Liberty's Edge

Finlanderboy wrote:
Grease is awesome. I would adjust the stats more for a 20 CHA. This will give you an extra spell each day and make your saves 5% less. My gnome rocks a 5 strength and has been very successfull.

I don't know. I would like the 20 in cha. But that would mean I have to have 2 really low dump stats or reduce my defensive abilities or skills. I will think about it.

I may drop one of the 14 to a 12. That would allow a 19 cha. Which would bump to a 20 at 4th level.

Liberty's Edge

sieylianna wrote:

... Presumably your home game GM took your focus on Bluff into consideration in his campaign. You will not see that in PFS. It is needed from time to time, but making it a significant part of your character will lead to frustration.

If I was going to summon stuff, I would play a summoner. Otherwise, you are going to be overshadowed if you are in a group with a summoner.

Will is your good saving throw, putting an 8 in Wisdom is fine. Most opponents are going to choose fighter types for Will save spells. And you could swap Strength and Wisdom scores with no real harm.

If you are going to play a 1/2 elf, you should look at the arcane heritage feats since you start with skill focus. Personally, I would go human for the extra spells favored class option.

Ok, I will drop the skill focus on bluff.

I think I will swap the wisdom and strength scores.
I still like the conjuration school so I think I will stick with the spell focus conjuration.
I am undecided on the augment summoning and summon mon 2 at 4th level.
Yeah everyone says human is more powerful for sorc. But I don't like playing humans because I am one, so I think I will stay with 1/2E.

Which arcane heritage would you recommend? Is it true that PFS does not allow arcane heritage for the wildblooded lines?

Grand Lodge

If you go Arcane bloodline that would net you a familiar or an arcane bonded item, both of which can be quite fun.

Liberty's Edge

Ok, I think I'm going with the following.
Empyreal bloodline
Deep Earth eldritch heritage (though I'm still seriously considering arcane)

Basics:
Lavode de'Morcaine
Sorcerer of the Empyreal bloodline level 2
Alignment: Chaotic Good
Worship: Desna (but not particularly devout)
Faction: Andoran
Race: Half-Elf
Str: 10, Dex: 12, Con: 14, Int: 12, Wis: 19, Cha 8
Languages: Common, Elf, Draconic

Defense:
AC 11, touch 11, flat footed 10
HP: 14 (6+2 and 4+2)
Fort: +2 (base +0, con +2)
Refl: +1 (base +0, dex +1)
Will: +7 (base +3, wis +4)

Offense:
BAB: +1, Melee: +1, Missile: +2, Initiative: +1, Speed: 30'
lt xbow: atk +2, dam d8, crit 19-20/x2
morning star: atk +1, dam d8, crit 20/x2
dagger: atk +1, dam d4, crit 19-20/x2

Race, Class, Traits, & Feats:

Half-Elf: +2 to one ability score (charisma for Lavode)
Half-Elf: low light vision
Half-Elf: free skill focus feat
Half-Elf: Elf blood
Half-Elf: Elf immunities, immune to sleep and +2 save vs. enchantment
Half-Elf: keen senses, +2 to perception checks
Half-Elf: arcane training, +1 caster level for spell completion or trigger items (from ARG)
Trait: andoran indomitable (+1 save vs. enchantment)
Trait: focused mind (+2 concentration checks)
Sorcerer: eschew materials
Celestial: arcana, use wis mod for all sorc abilities
Celestial: power, heavenly fire (sp) 3+(wis mod) each day, 30' range touch touch attack d4+(1/2Lv) damages evil and heals good, can only heal a given individual once each day
feat: skill focus, know(dung) +3 (free as half-elf)
feat: spell focus, conjuration DC +1

Skills:
favored class bonus to skills
+1 = acrobatics (ranks 0, dex +1, acp 0)
+5 = appraise (ranks 1, int +1, class +3)
+3 = bluff (ranks 1, cha -1, class +3)
+1 = climb (ranks 0, str +0, acp 0)
+1 = craft (ranks 0, int +1)
-1 = diplomacy (ranks 0, cha -1)
-1 = disguise (ranks 0, cha -1)
+1 = escape artist (ranks 0, dex +1)
+1 = fly (ranks 0, dex +1, acp 0, class 0)
+8 = heal (ranks 1, wis +4, class +3)
+3 = intimidate (ranks 1, cha -1, class +3)
+5 = know arcana (ranks 1, int +1, class +3)
+8 = know dung (ranks 1, int +1, class +3, sf+3)
+6 = perception (ranks 0, wis +4, elf +2)
-1 = perform (ranks 0, cha -1)
+1 = ride (ranks 0, dex +1, acp 0)
+4 = sense motive (ranks 0, wis +4)
+5 = spellcraft (ranks 1, int +1, class +3)
+1 = stealth (ranks 0, dex +1, acp 0)
+4 = survival (ranks 0, wis +4)
0 = swim (ranks 0, str 0, acp 0)
+3 = use magic device (ranks 1, cha -1, class +3)

Spells:
Lv 0: inf each day, DC 14
Acid Splash, Detect Magic, Dancing Lights, Ghost Sound, and Prestidigitation
Lv 1: 4 each day, DC 15
Grease (DC 16) and Mage Armor

Equipment:
light crossbow
bolts x10
morning star
dagger
backpack
candle x2
chalk x4
inkpen
parchment x2
vial of ink
sewing needle
signal whistle
rations, trail x2
waterskin
spell component pouch

gps 1366
potion: cure light wounds
wand: cure light wounds (ch 41) - { bought with 2 prestige points per the GM, but now I can’t find where that is allowed }
silver bolts (x2)
the only things on my chronicle sheets which I can afford are:
scroll: lesser restoration (150 gps)
potion: cure moderate wounds (300 gps)
potion: sure serious wounds (750 gps)
potion: invisibility (300 gps)
scroll: barkskin (150 gps)
scroll: grove of respite (700 gps)
wand: eagle eye ch9 (810 gps)
wand: cure light wounds (750 gps)
I’m not sure any of these are really worth buying

Plans:

3: eldritch heritage deep earth, tremor (gives short range trip attack), bonus spell bless, spell burning hands
4: cha +1, spell mon sum 2, spark
5: augment summoning, bonus spell resist energy, spell create pit, shield
6: spell mon sum 3, detect poison, switch mon sum 2 for mirror image
7: improved spell focus conjuration, bloodline extend spell, bonus spell magic circle against evil, spell 3,2,1
8: spell 4,0
9: bouncing spell OR persistent spell, bonus spell remove curse, spell 4,3,2
10: spell 5,0
11: improved eldritch heritage, rock seer (gives tremorsense and x-ray), bonus spell flame strike, spell 5,4,3,2
12: spell 6

Not certain of the feats and haven't chosen alot of the spells yet. What do you think?

Edit: Just thought, is ARG usable for PFS?

Sczarni

Parts of the ARG are usable for PFS. Download the new handbook and look over the permitted book list.

Did I miss something...how are you taking Eldritch Heritage?

Liberty's Edge

Thanks, I didn't know there was a new handbook. Mine is several months old. I will get it tonight.

Half-Elf gets skill focus free.
I'm taking knowledge dungeoneering.

Then, at 3rd level, I will take the eldritch heritage feat with the Deep Earth bloodline.

Is that not correct?

Sczarni

Don't you need a Cha score higher than 8?

Liberty's Edge

Holy carp, you're right! I had decide to take the eldritch heritage before I switched to empyreal. Thanks for catching that.

Ok, I guess I will stay with celestial. I will fix the abilites and skill modifiers in a little while.

Any critique on the rest of it (traits, feats, or spells)?

Sczarni

Just make sure you get Fly as soon as you can, and a Rune of Power so you can cast Mage Armor on yourself without burning a spell for the day.

Liberty's Edge

Is fly ok as the second 3rd level spell or should it be the first?

I was also thinking about just sticking with the 2nd level levitate instead. Not sure.

Liberty's Edge

Ok, NOW I think I'm going with the following.
Celestial bloodline
Deep Earth eldritch heritage (though I'm still seriously considering arcane)

Basics:
Lavode de'Morcaine
Sorcerer of the Celestial bloodline level 2
Alignment: Chaotic Good
Worship: Desna (but not particularly devout)
Faction: Andoran
Race: Half-Elf
Str: 8, Dex: 12, Con: 14, Int: 12, Wis: 10, Cha 19
Languages: Common, Elf, Draconic

Defense:
AC 11, touch 11, flat footed 10
HP: 14 (6+2 and 4+2)
Fort: +2 (base +0, con +2)
Refl: +1 (base +0, dex +1)
Will: +3 (base +3, wis +0)

Offense:
BAB: +1, Melee: +0, Missile: +2, Initiative: +1, Speed: 30'
lt xbow: atk +2, dam d8, crit 19-20/x2
morning star: atk +0, dam d8-1, crit 20/x2
dagger: atk +0, dam d4-1, crit 19-20/x2

Race, Class, Traits, & Feats:

Half-Elf: +2 to one ability score (charisma)
Half-Elf: low light vision
Half-Elf: free skill focus feat
Half-Elf: Elf blood
Half-Elf: Elf immunities, immune to sleep and +2 save vs. enchantment
Half-Elf: keen senses, +2 to perception checks
Half-Elf: arcane training, +1 caster level for spell completion or trigger items (from ARG)
Trait: andoran indomitable (+1 save vs. enchantment)
Trait: focused mind (+2 concentration checks)
Sorcerer: eschew materials
Celestial: arcana, summons have DR (1/2Lv) / Evil
Celestial: power, heavenly fire (sp) 3+(wis mod) each day, 30' range touch touch attack d4+(1/2Lv) damages evil and heals good, can only heal a given individual once each day
feat: skill focus, know(dung) +3 (free as half-elf)
feat: spell focus, conjuration DC +1

Skills:
favored class bonus to skills
+1 = acrobatics (ranks 0, dex +1, acp 0)
+5 = appraise (ranks 1, int +1, class +3)
+8 = bluff (ranks 1, cha +4, class +3)
-1 = climb (ranks 0, str -1, acp 0)
+1 = craft (ranks 0, int +1)
+4 = diplomacy (ranks 0, cha +4)
+4 = disguise (ranks 0, cha +4)
+1 = escape artist (ranks 0, dex +1)
+1 = fly (ranks 0, dex +1, acp 0, class 0)
+4 = heal (ranks 1, wis +0, class +3)
+8 = intimidate (ranks 1, cha +4, class +3)
+5 = know arcana (ranks 1, int +1, class +3)
+8 = know dung (ranks 1, int +1, class +3, sf+3)
+2 = perception (ranks 0, wis +0, elf +2)
+4 = perform (ranks 0, cha +4)
+1 = ride (ranks 0, dex +1, acp 0)
+0 = sense motive (ranks 0, wis +0)
+5 = spellcraft (ranks 1, int +1, class +3)
+1 = stealth (ranks 0, dex +1, acp 0)
+0 = survival (ranks 0, wis +0)
0 = swim (ranks 0, str 0, acp 0)
+8 = use magic device (ranks 1, cha +4, class +3)

Spells:
Lv 0: inf each day, DC 14
Acid Splash, Detect Magic, Dancing Lights, Ghost Sound, and Prestidigitation
Lv 1: 4 each day, DC 15
Grease (DC 16) and Mage Armor

Equipment:
light crossbow
bolts x10
morning star
dagger
backpack
candle x2
chalk x4
inkpen
parchment x2
vial of ink
sewing needle
signal whistle
rations, trail x2
waterskin
spell component pouch

gps 1366
potion: cure light wounds
wand: cure light wounds (ch 41) - { bought with 2 prestige points per the GM, but now I can’t find where that is allowed }
silver bolts (x2)
the only things on my chronicle sheets which I can afford are:
scroll: lesser restoration (150 gps)
potion: cure moderate wounds (300 gps)
potion: sure serious wounds (750 gps)
potion: invisibility (300 gps)
scroll: barkskin (150 gps)
scroll: grove of respite (700 gps)
wand: eagle eye ch9 (810 gps)
wand: cure light wounds (750 gps)
I’m not sure any of these are really worth buying

Plans:

3: eldritch heritage deep earth, tremor (gives short range trip attack), bonus spell bless, spell burning hands
4: cha +1, spell mon sum 2, spark
5: augment summoning, bonus spell resist energy, spell create pit, shield
6: spell mon sum 3, detect poison, switch mon sum 2 for mirror image
7: improved spell focus conjuration, bloodline extend spell, bonus spell magic circle against evil, spell fly, detect thoughts, silent image
8: spell mon sum 4, read magic, switch mon sum 3 for auqueous orb
9: bouncing spell OR persistent spell, bonus spell remove curse, spell 4,3,2
10: spell 5,0
11: improved eldritch heritage, rock seer (gives tremorsense and x-ray), bonus spell flame strike, spell 5,4,3,2
12: spell 6

I've picked my spells up through sorc 8, but I could be convinced to try others.

Any opinions on persistent spell for my 9th level feat?

Please let me know if I've screwed up anything else or if you think other choices would be better.

Sczarni

Burning Arc

Mad Monkeys

Consider these spells. You have some time before you will be picking them anyways, but keep them in your head as possibilities...even if just as Scrolls.

Personally I wouldn't learn Shield. Its a spell that lasts minutes and is much better as a wand IMO.

I'd either rely on Scrolls/Wands or make sure to pick up at least one damaging spell between levels 5 and 11. Even if you don't use it as much there may be a time where you will be the only one there to do damage and it won't be pretty if all you can do is Read Thoughts. =b

Liberty's Edge

I like mad monkeys, but I'm not sure if I like it better than mon sum 3.

I can't find burning arc in the prd and can't look at the d20 site from work. I will check it this evening.

I count burning hands, mon sum, create pit, and aqueous orb all as damaging spells. Even if not huge amounts.

I could be easily talked into switching out shield, silent image, and/or burning hands. But not sure what I'd take instead.
Maybe infernal healing (from ISWG), polypurpose panecea, vanish, and/or obscuring mist.

Hmm...
Just realised grease, create pit, and aqueous orb are all reflex saves.
I could really use some spells for the other save types. Especially if conjuration spells.

Sczarni

Mad Monkeys is great because its a swarm that you can actually communicate AND control. It does automatic damage, AND if they disarm them it destroys the item they took too. Not to mention the Deafened and Nauseated Condition when they fail their save.

Liberty's Edge

Yeah, burning arc is pretty good.
But it is another reflex save.
I need some other save spells.
Maybe I should swithc to transmutation instead.
But then I'd have to give up augment summoning, but that isn't a huge loss.

Paizo / Messageboards / Paizo Publishing / Pathfinder® / Pathfinder RPG / Advice / Should I rebuild my PFS sorcerer while I can? All Messageboards

Want to post a reply? Sign in.

©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.