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New PFS Sorc. Thoughts?


Advice

Sczarni

Ran my first PFS game last weekend as a rogue and had a lot of fun, but I want to have a couple characters at hand in case I show up next game and there are two other rogues at the table. With that in mind I figured I'd take a stab at a sorcerer. Never really played much of a caster before, and the whole bloodline bit is completely new to me, so I figured I'd get a second opinion before I jump in, if you guys don't mind?

Kieran Level 1 Elven Sorcerer (Bloodline: Elemental - Air)
Initiative +4(2 Dex, 2 Reactionary) Senses: Low-light vision
AC12 (2 Dex)+10
HP 9
Fort 1 Ref 2 Will 2
Speed 30ft (60ft Fly)
Str10 Dex14 Con12 Int14 Wis11 Cha16
CMB0 CMD12
FeatsEschew Materials, Breadth of Experience
Skills Diplomacy 7, Fly 6, Knowledge(Arcana) 6, Spellcraft 6
Languages Common Elven Sylvan Draconic
Spells 0:Touch of Fatigue, Detect Magic, Read Magic, Acid Splash
1:Sleep, Magic Missile
Traits Calistrian Prostitute: +1 to Diplomacy and Sense Motive checks made to gather info and one of these skills is a class skill.
Reactionary: +2 Initiative


I would definately raise the CHA. I would also pick a race that has a bonus to it. Your 16 is ok but 20 rocks. YOu can dump strength. My sorc gnome does very well with a 5 strength. Do not put ranks in fly until you can fly. This early is a waste of something you will use. Wisdom is more valuable then Int for the will save.

The bloodline has a few decent ones. If you want a druid pet you can burn a feat and get a pet your level like a druid with the fey line.

The most common because it is very solid is the arcane bloodline.

Unless you like the flaovr of the elemental bloodline, I do not think they are up to par with the others.


I have several PFS characters and one is a sorcerer, he is probably my favorite to play. Like Finlader I agree that you should be maxing CHA, especially if you are planning on running spells like sleep. Hell I would probably do it anyway even if I didn't have a lot of DC spells just to get the extra spells per day, but it is especially important for DC spells. Also since your CHA is going to be so high Charm will work much better for you than a wizard.

If you really wanted to boost those charm DCs through the roof the infernal bloodline can help, but I think that I get more utility out of Arcane Bloodline. Not only do I have my Thrush make all my perception checks for me, it has solved several roleplay situations with a bit of ingenuity. At later levels your familiar can wave a wand for you and boost your action economy.

My race is a Rakshasa Tiefling which is more or less like getting a +4 bonus to CHA and I don't regret that choice one bit. It is a added bonus that this heritage is said to not get the prejudice of the other Tieflings.

Grand Lodge RPG Superstar 2012 Top 32

I wouldn't take magic missile right away. You don't have enough spell slots for blasting away with it to be effective - later when you're fighting a CR10 incorporeal demon and you have no other spells that can do anything, that's when you'll be happy that you can cast ~40 magic missiles if you need to. But early on, you need something you can cast once and significantly affect combat. A solid contender is grease. Take magic missile later.

Grand Lodge

Pathfinder Adventure Path, Maps Subscriber
Sitri wrote:
My race is a Rakshasa Tiefling which is more or less like getting a +4 bonus to CHA and I don't regret that choice one bit. It is a added bonus that this heritage is said to not get the prejudice of the other Tieflings.

I don't believe you are doing this correctly. The tiefling sorcerers which count their Charisma has two higher for purposes of casting are those who have a Charisma penalty.

Grand Lodge

Pathfinder Adventure Path, Maps Subscriber

I agree with postponing magic missile until at least 3rd level. I'm not sure why you want an elf? I would recommend human for the favored class bonus, but I'm not sure why you would choose elf.


sieylianna wrote:
Sitri wrote:
My race is a Rakshasa Tiefling which is more or less like getting a +4 bonus to CHA and I don't regret that choice one bit. It is a added bonus that this heritage is said to not get the prejudice of the other Tieflings.
I don't believe you are doing this correctly. The tiefling sorcerers which count their Charisma has two higher for purposes of casting are those who have a Charisma penalty.

The heritages swap out Ability Modifiers, Skill Modifiers, and Spell-Like Abilities. I haven't seen anything that says other racial traits are lost as well.


Pathfinder Companion Subscriber

You can replace other abilities.


Right, but it sounds like sieylianna is saying you must drop fiendish sorcery with the heritages. The heritages only force the swaps in the categories I listed.

Taldor

Your character looks like it will be a lot of fun to play and should function well. Remember to get yourself a short bow since your proficient being an elf and should have the cash on hand. Sorcerers can enjoy Magic Missile at first level quite a bit in a living campaign like Pathfinder. It's not so much a blaster spell as it is making just the bad guys don't get away given it's long range. Plus it's nice if you get tossed into one of the annoying mods with the bad guy rocking a mid-20's AC versus the first level party. Remember that Sleep is a 1 round cast time spell so it is prone to interruptions.

There is absolutely no reason to make yourself a weak as heck character for an 20 charisma. Balanced stats are a much better idea in PFS. Enjoy being an elf, it's a lot of fun and Breadth of Experience is a great PFS feat. Make sure to come up with interesting stories every time you get to toss the dice. :)

I'm curious why you decide on the Air Elemental Bloodline. What brought you to wanting that in particular?


If you plan on having the bow augment your spells, which as an elf is viable for a while, keeping a little bit of str will be useful. Personally I would rather just have extra spells and accept that I may have to resort to a puny cantrip blast sometimes during level 1.

As soon as you are able to buy a muleback cord carrying things won't be a concern anymore no matter how bad you dump str, but I have to admit that I kind of enjoy passing off the grunt work on others.


You do not need many spells in PFS. With a 20 CHA I only ran out of spells once when I was level one. The scenarios are so small you do not need many weapons. Heck you can drop two prestige and buy a 50 shot wand of magic missile. The DPR for that will beat your bow.

Cheliax

Never dump ST, a single shadow can end your PFS career at any level with 1 hit (shadows do 1d6 ST damage, if it hits for your ST or more you die and rise 1d4 rounds later as a shadow requiring a resurrection spell around 11k gold rather than raise dead around 5k to become playable again).

Shadows frequently get a suprise round and get to attack any PC they wish so its a massive risk having a ST less than 6.

Having an 18 in your casting stat (a 16+2 racial) is plenty for PFS purposes and doesnt require you dumping stats.

Taldor

Oh, I think I see why your an air elemental sorcerer. You don't get your fly speed until your 15th level!

Elemental Sorcerer wrote:
Elemental Movement (Su): At 15th level, you gain a special movement type or bonus. This ability is based on your chosen element, as indicated on the above chart.

So you'll never have that ability in PFS as it caps at 12th level.

A 16 charisma is perfectly viable for a Sorcerer, especially if you consider all the other tactical options available to you. You've got bow proficiency for long range fights, you can wield a long spear, and so forth.


unless you wear a robe of arcane heritage at 11

also i believe they have mods to get you to 16th now, but it's somewhat complicated after 12 and i don't know the specifics.


I am going to repost this here because it seems to be a favorite of people(at least it keeps getting marked 'favorite') This is a slightly generic build, you have to be a gnome and want to focus primarily on illusions, but the bloodline doesn't really matter, and you can choose mostly the spells that suit your playstyle after taking the few decent illusions that go with the feats i list.

GNOME SORCERER ILLUSIONIST

gnome sorcerer of any bloodline that floats your boat

trait: magical lineage - ghost sound

1: spell focus: illusion

3: threatening illusion (now your ghost sound can threaten and still be a 0 level spell!)

5: effortless trickery (cast your silent image modified by threatening illusion, and use a swift action every round to maintain it, you always have a flank buddy for your allies!(for this combat anyway)
***NOTE that once you get to level 6 you get major image, it differs from silent image that you can just move it around with you instead of within the squares of the area like silent image, this means it can just follow you around, using your swift action every round, so at the cost of a 3rd level spell slot (and all swift actions) you have a 3rd lvl hologram that does whatever you want that lasts until you decide to end it. PLUS at 8th level you can add threatening illusion to it so you have a constant flanker following you around to help your allies(assuming enemies fail a DC 21or22 will save and can be affected by figment illusions(most things can, even most constructs and undead)).

7: shadow gambit (destroy your ongoing figments for real damage, 7 types of damage to choose from!(remember mirror image is a figment you can do this with too))

9: reach spell (at level 10 you can cast a reach telekinetic charge to put an ally anywhere within 200 feet of you AND give him a free attack, not only a free attack but a free attack in a flank with the aforementioned flanking illusion! yay!)

obviously focus on illusions but you can fireball/glitterdust too, take the usually good sorcerer spells to go with it, plus its not dependent on a bloodline so you can have a familiar or animal companion to help with your trickery(although if someone knows of a good illusionist bloodline i would very much like to know of it)

flesh out the stats and spells how you like, it's a VERY fun character to play.


This does look cool but I must be missing something. Unless you have the arcane bloodline, how is a threatening ghost sound still a level 0?


Sitri wrote:
This does look cool but I must be missing something. Unless you have the arcane bloodline, how is a threatening ghost sound still a level 0?

He took the Magical Lineage trait for Ghost Sound.


Ahh thank you. Reading magical lineage, it sounds like casting a first level spell with it and merciful or tenebrous would turn it into a zero level spell. Surely there is some catch to prevent this right?

Spoiler:
Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.


Hahah, good catch! I wonder if there is indeed something that prevents that. Merciful Magic Missile as a cantrip is hilariously awesome.


I believe that there is a developer ruling somewhere that it is impossible to lower the level of a spell. i asked the same thing before using reach spell to not change the range, so it would go down to 0. no GM would allow that anyway.

Grand Lodge

Pathfinder Adventure Path, Maps Subscriber
Sitri wrote:
Right, but it sounds like sieylianna is saying you must drop fiendish sorcery with the heritages. The heritages only force the swaps in the categories I listed.

You can disregard my comment. I'm not sure whether it has changed since the tiefling rules in the Council of Thieves AP or if I misread it a long time ago.

Grand Lodge

You can try the Sage bloodline that allows you to use Int instead of Charisma for the casting stat and have fun with the Elven concept still while getting max bang for your sorcerous buck.

I too think the Tiefling (who get +2 in effect for Infernal or Abysmal bloodlines) can make a BRILLIANT sorcerer with the right subset of Tiefling... that said, you will always always suck for skills.


sage is very weak. you give up the arcane bond. Unless you want lots of skills and to roleplay a smarty pants do not do it.


As others have mentioned you don't get the fly ability right away.

Personally I like the elemental bloodline, it's a versitile useful bloodline for blasting. Pick up feats that improve blasting, but make sure you pick up some control and utility spells.

If you like rays - Point Blank Shot, Precise Shot, Arcane Strike, Weapon Focus (Ray). These go a long way to making your bloodline ray not suck at early levels and make scorching ray pretty good.


I think you're off to a good start.

As mentioned above, I wouldn't take magic missile, yet. At 1st level, it's not much better than acid splash. Grab something else, and pick up magic missile later, maybe after you've used up that first wand of magic missiles.

I'd go with a 12 INT and a 14 Con. You'll have enough skill points to get by, and the bonus hit points and fortitude save will be a big help throughout your career.

I wouldn't totally dump your strength. You'll have a lot of different judges with a PFS character, and there's a good chance that at least a few of them will enforce things like climb checks and swim checks. With a 5 strength, you're in trouble, and Society members do a lot of that kind of thing. Plus the shadow thing, and STR poison.

It also affects your CMD, and it's just horrible when your awesome magic wand gets sundered or disarmed.


Most any time you have to climb you can have someone or something help you out, but the swim checks are a birch. Water-breathing potions or the like will be important for a low str score.


A 30 pound gnome fits well on the back of a barbarian.

Lantern Lodge

Morgen wrote:
A 16 charisma is perfectly viable for a Sorcerer, especially if you consider all the other tactical options available to you. You've got bow proficiency for long range fights, you can wield a long spear, and so forth.

CHA also plays into Concentration checks,and save DC's versus your spells ... i have not gone with less than an 18 (including racial bonus) in order to be more effective with spell-slinging.

Taldor

You should give it a try some time, you'll find that it really doesn't make much different for spontaneous casters like sorcerers and oracles in PFS.


I have had many times where my 5 or 10% harder dc has changed the game. Controll spells are a waste of an action of they win you the fight.


asthyril wrote:
I believe that there is a developer ruling somewhere that it is impossible to lower the level of a spell. i asked the same thing before using reach spell to not change the range, so it would go down to 0. no GM would allow that anyway.

Actually yeah there is. I started a post for that very reason. When I get home I will see if I can link it here.

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