Sorc Feats?


Advice


I tend to play melees, or light fighters (rog/fighter, ranger) so I am not the most up-to date on caster feats. I am thinking up a character that is a Sorc, either infernal or Abyssal. Her soul was tainted by external magic/experiments and now, "We are Legion!" channels out of her; essentially each of her spells is accessing a different Demon/Devil to activate an effect.

Any ideas for feats? And should she be Infernal or Abyssal?

Character's background:
Karri was the only daughter of a well-to-do merchant in Westcrown. Her parents encouraged her when she expressed an interest in learning magic. She went to a brand new academy in Egorian where she was tested and found that she had a natural talent for the Arcane. It was soon after that when she was asked to go to very elite training facility in the hills outside of town.

She does not remember much of what happened after she arrived at the new training. It is all a blur of pain, pleasure, all induced by the school's master with the intention of making a new vessel of power for his use. Karri's blood was tainted with devil's blood. Her soul marked as property and simply waiting for its eventual Hellbound descent...

The Master taught her to channel her newfound power, but all the while, the spark that was her old self railed against what had happened to her. She barely slept and was prone to mistakes in her training. These errors were always punished severely; her back bears many scars as a mute testimony to her trials.

Silver Crusade

Spellcasters, Well I usually start with Improved Initiative, Then Spell Focus(X), Varasian Tattoo and/or Spell Specialization


sounds like a cool background for a cross-blooded infernal/Abyssal sorc


reach spell + usual metamagic. Give a serious though to toughtness and iron will/great fortitude. You can't use any meta till level 7+ so the low level feat should go into survaivability.


Abyssal has some decent summoning ability, so augment summoning may be a good bet. Figure out what kind of caster you want to be. If you want summoning and battlefield control, you problably don't want spell specialization and spell penetration type feats, and may not need many metamagics feats. Improved initiative is usually always good. spell focus boosts the DCs of a school of spells, so if yo rely heavily on conjuration or enchantment or something, it definitely helps.


I'd recommend the pit-touched bloodline. You will become more and more resistant as you level up, and it's based on infernal. So it still fits your theme :-)

I recommend the feats improved initiative, great fortitude, toughness, at least one elemental metamagic feat (to convert spells into useful equivalents), quicken spell and some other metamagic feats. One of the strengths of the spontaneous caster is applying metamagic on the fly. If you go with the bloodline you could focus on the intimidate part of it to make your opponents shaken (or worse with more feats) and thus reduce their saves.


Here is a quick-draft workup :)

Karri Chouk


@ Templar: I don't think I really like the -2 to Will Saves for being Crossblooded, but it *really* jives with the character concept... this is a moment when Crunch and Fluff are struggling for supremacy ;)

@ Sangalor: Pit-Touched is pretty cool... let me work that up later!

@ everyone: Thank you for the advice :)


FireberdGNOME wrote:

@ Templar: I don't think I really like the -2 to Will Saves for being Crossblooded, but it *really* jives with the character concept... this is a moment when Crunch and Fluff are struggling for supremacy ;)

@ Sangalor: Pit-Touched is pretty cool... let me work that up later!

@ everyone: Thank you for the advice :)

if you want the crossblooded thing consider taking eldritch heritage. You do not need *all* the powers, after all, just some of them may give you the necessary feeling :-) Just costs you a skill focus and 1-4 extra feats.

Glad you like the idea of pit-touched.


Go for an Abyssal Sorcerer. Abyssal has the awesome Added Summonings power, but until then it focuses more on the martial aspect of the character. Fortunately there is a way to change it. It hears in the name of Tattooed Sorcerer. Infernal is generally mediocre, mediocre spells, feats and powers except the really nice arcana. Pit-Touched has the great con boost but the equally sucky Arcana. It is really a shame.

Avoid Crossblooded archetype, it will seriously handicap your character with these bloodlines. I recommend the Tattooed Sorcerer archetype so that you get rid of the mediocre for your Sorcerer first and ninth lvl bloodline powers. It is a perfect fit.

Tieflings have the excellent trait Fiendish Sorcery (Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities), so they are probably you best bet. Go for Kyton-spawn.

As far as spells go, avoid blasting ones, you don't have the necessary arcanas to make them remotedly interesting. What you have is a bonus to summoning and augment summoning from lvl 3. With that in mind, you could choose for your first lvl spells Mount (nowhere says it cannot attack) and Color Spray (no special synergy but it rocks).

The martial focus of the Abyssal bloodline (besides summoning) is obvious, so I will suggest Toughness as a first lvl feat for the times that you will feel the need to fight close and personal.

EDIT: It seems that Paizo had cases like yours in mind when they wrote the prereqs of the feat Superior Summoning and they ignored Spell focus: Conjuration.


Looks like a couple of different paths...

@ Mors: About Tiefling, I had no intention of making Karri non-Human. At the same time, in Blood of Fiends it talks about how some Tieflings manifest in adolescence. Maybe Karri was 'chosen' because of her heritage, unbeknownst to her or her parents? I will have to look at the Tiefling variants before I make a decision on that. Will most likely stick with Demon or Devil born. Was there a *specific* reason for Kyton-blooded? Theme is important to me, but a character does have to fulfill their party obligation. :)

If I go focused on Summons, what are some choice feats? SF Conjuration; Augment Summoning; and Superior Summoning (I am at work and cannot check SRD from here :( ) are all obvious, but what else?


Crossblooded lose 1 spell know of each level included the highest one, meaning you are going to get your first 3° level spell at level 7 ecc. It's g&%!#&n awfull for anything but a single level dip.


Yeah, that too, Dekalinder. I was not enjoying the extremely limited casting on an extremely limited caster...

Grand Lodge

Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

From a purely flavor perspective, I'd go with either Infernal or Pit-touched if you're from Westcrown. If you're adventuring in Cheliax and you have Abyssal blood, you might have some trouble with Hellknights.

Also, flavor-wise, I wouldn't take Varisian Tattoo or Tattoo Sorcerer unless you're actually playing a Varisian. A Chelaxian with Varisian Tattoos just seems out-of-place to me.

With the Infernal bloodline, I'd take Spell Focus (Enchantment) as one of my feats to double-down on the charm stuff. Improved Initiative would be the other feat. If you win initiative, you can charm the target before your party has engaged and avoid the will save penalty.


I need to do a bit more research on Varisian Tat's, but (if you will pardon the pun) I think they'd eb easy to reskin to her flesh being imbued with essence of hell/abyss. :)

Moving closer to final...

1) Pit Touched, Enchantment based: Imp Init and SF Enchantments

2) Abyssal, Summons based: Imp Init, SF Conj, Aug Summons

Either Human or Tiefling; Tiefling might be better for Pit Touched enchanter (higher CHA, plus Fiendish Sorcery...)

Crossblooded is off the list: simply too much lost (spells, will saves :( ) and too little gained (more flexible bloodline powers? *woot* Sounds good, anyway :( )

For being Abyssal in Cheliax... well, it was a 'shadow program' that 'made' her! :D


FireberdGNOME wrote:


@ Mors: About Tiefling, I had no intention of making Karri non-Human. At the same time, in Blood of Fiends it talks about how some Tieflings manifest in adolescence. Maybe Karri was 'chosen' because of her heritage, unbeknownst to her or her parents? I will have to look at the Tiefling variants before I make a decision on that. Will most likely stick with Demon or Devil born. Was there a *specific* reason for Kyton-blooded? Theme is important to me, but a character does have to fulfill their party obligation. :)

If I go focused on Summons, what are some choice feats? SF Conjuration; Augment Summoning; and Superior Summoning (I am at work and cannot check SRD from here :( ) are all obvious, but what else?

Humans are a good choice anyway beacuse of their favored class bonus. It is just that in this particular case the Tieflings edge them out. Whatever you finally choouse is going to be fine.

Kyton-blooded has the best stat bonuses. Div-Spawn and Rakshasa-Spawn come second. Demon-Spawn is viable, however the str bonus is useful only for a gish, which you shouldn't be with a straight Sorcerer.

You don't need SF: Conj, you can take for free Augment Summoning at lvl 7 (bloodline feat) and pick Superior Summoning at the same lvl with your standard feat, as it does not have SF: Conj as a prereq. After this you should aim for Spell Perfection (Summon Monster VII) for doubling the bonuses of Augment Summoning and Superior Summoning. This will limit you in this particular SM spell, but summoning a horde of Tyrannosauruses never goes out of fashion. ;)

To qualify for Spell perfection you need 3 metamagic feats, you can take Empower Spell from the bloodline feats. For the other two I recommend quicken and heighten, so that you can thenm take the feat Prefered Spell.

Until then you should take feats that a standard sorcerer would take like Toughness, Improved Initiative, Craft Wondrous Item (with a Robe of Arcane Heritage you can have the Added Summoning bloodline power from lvl 11), Improved Familiar.

I insist on taking Tattooed Sorcerer with the Abyssal Bloodline. If the fluff is not good change it. Not your story of course, but the way she learned the tattoo stuff and the similar.

You could do something like this for the feat progression:

1 Improved Initiative, Arcane Bond (Greensting Scorpion), Mage's Tattoo: Abjuration (for Dispel Magic, always useful)
2
3 Craft Wondrous Items
4
5 Toughness
6
7 Augment Summoning (bloodline), Superior Summoning
8
9 Improved familiar (Dragon, Faerie)
10
11 Quicken Spell
12
13 Empower Spell (bloodline), Highten Spell
14
15 Spell Perfection (Summon Monster VII)
16
17 Great Fortitude (bloodline), Prefered Spell (Summon Monster VII)
18
19 Prefered Spell (Time Stop)
20


FireberdGNOME wrote:

I tend to play melees, or light fighters (rog/fighter, ranger) so I am not the most up-to date on caster feats. I am thinking up a character that is a Sorc, either infernal or Abyssal. Her soul was tainted by external magic/experiments and now, "We are Legion!" channels out of her; essentially each of her spells is accessing a different Demon/Devil to activate an effect.

Any ideas for feats? And should she be Infernal or Abyssal?

When designing Sorcerers I will very often choose a bloodline and then take Eldritch Heritage feats to add abilities from a complimentary bloodline as well. Lots of options here - I'd reccomend that you go Abyssal in this particular case and then consider adding Infernal or Arcane via EH.

I would avoid focusing on Summoning as a Sorcerer due to the lag in progression, though in the later levels when you start topping out - especially with the Abyssal bump - it can be very potent.

Alternately, you could explore a Summoner with a Demonic looking eidolon or a Master Summoner who focused on summoning fiendish and infernal creatures. That would make for a very potent character, especially when combined with EH options.


Wiggz wrote:
FireberdGNOME wrote:

I tend to play melees, or light fighters (rog/fighter, ranger) so I am not the most up-to date on caster feats. I am thinking up a character that is a Sorc, either infernal or Abyssal. Her soul was tainted by external magic/experiments and now, "We are Legion!" channels out of her; essentially each of her spells is accessing a different Demon/Devil to activate an effect.

Any ideas for feats? And should she be Infernal or Abyssal?

When designing Sorcerers I will very often choose a bloodline and then take Eldritch Heritage feats to add abilities from a complimentary bloodline as well. Lots of options here - I'd reccomend that you go Abyssal in this particular case and then consider adding Infernal or Arcane via EH.

I would avoid focusing on Summoning as a Sorcerer due to the lag in progression, though in the later levels when you start topping out - especially with the Abyssal bump - it can be very potent.

Alternately, you could explore a Summoner with a Demonic looking eidolon or a Master Summoner who focused on summoning fiendish and infernal creatures. That would make for a very potent character, especially when combined with EH options.

EH Arcane is indeed a nice addition. Infernal seems to me like a really mediocre choice as a bloodline, even more so if I have to spend feats for it.

As far as summoning goes, sorceres are certainly not the best men to do it and they are not competitive with summoners or wizards until they can use the added summons power (lvl 11 ususally with RoAH). But it is a strong strategy to follow because it always works. No matter if you have to fight a bunch of mooks or a big bad boss, there is a summon for you. When you start getting access to SLAs it just gets even better.

A Summoner would definately make for a better summoner (you don't say :P). And could fit thematically too. But for the Sorcerer route I don't see any better alternative.


@ Wiggz, Mors: Not Summoner :) I am one of *those* players that thinks they can waaaaaay unbalance a game and my group is not 'rules heavy'

@ Mors: per the PRD, Sorcs *must* take pre-reqs on Bonus Feats, so, Augment Summons would require SF-Conj.

PRD sez wrote:
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

I was just visualizing her casting a summon xyz spell... She concentrates, chants a mantra, her head snaps back and her eyes go (dead/green glowing!) and she reaches into her own flesh to pull out whatever creature she is calling! That would look good in the movie! I think that could be called "Varisian Tattooes" :)


FireberdGNOME wrote:

@ Wiggz, Mors: Not Summoner :) I am one of *those* players that thinks they can waaaaaay unbalance a game and my group is not 'rules heavy'

@ Mors: per the PRD, Sorcs *must* take pre-reqs on Bonus Feats, so, Augment Summons would require SF-Conj.

PRD sez wrote:
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.
I was just visualizing her casting a summon xyz spell... She concentrates, chants a mantra, her head snaps back and her eyes go (dead/green glowing!) and she reaches into her own flesh to pull out whatever creature she is calling! That would look good in the movie! I think that could be called "Varisian Tattooes" :)

This is unfortunate. Anyway, get rid of Toughness then.

Nice fluff! Try to imagine though when she is summoning 1d4+3 fiendish Tyrannosauruses what is going to happen...


Revamped Karri Chouk

How does that look to the experts?


I would still prefer Mount over SMI. The horse is tougher and the duration is longer. Also at first lvl Color Spray is king. I find Grease better than Stumble Gap too. Other than that you are good to go.


XMorsX wrote:
I would still prefer Mount over SMI. The horse is tougher and the duration is longer. Also at first lvl Color Spray is king. I find Grease better than Stumble Gap too. Other than that you are good to go.

The mount isn't combat trained. Some GMs won't make it work in combat due to that.

I also think Sleep is better than Color Spray at first level, because of range, and both will be replaced soon. Color Spray last a bit longer, but not really much more.


At the very least, Mount is an 'escape route' and trap springer :) Yerah, Stumble Gap is not all that, but, I wanted something that emphasised her SF Conj. *shrug* I will probably make it either Color Spray or Sleep... both have pros and cons :)


FireberdGNOME wrote:
At the very least, Mount is an 'escape route' and trap springer :) Yerah, Stumble Gap is not all that, but, I wanted something that emphasised her SF Conj. *shrug* I will probably make it either Color Spray or Sleep... both have pros and cons :)

I've just started a Sage Sorcerer based on telepathy and telekinetic powers this weekend in Rise of Runelords. I was thinking to take Color Spray as my first "I Win Button", but I finally choosed Sleep. The reason is I have AC 10 and 8 hp, with little ways to defend myself yet. I'm more confortable moving behind my B.S.F. and casting from there, than going to the close front. By the time I have Mirror Image that might change, but right now at level 1, I found Sleep to be much more useful. I took down 75% of the enemies in the first few encounters, with no risks. DC 18 sleep at 1st level is cool :P

By 4th level I'll swap it.

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