Sage Sorcerer: casual blaster and versatile caster can it be done?


Advice

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So we are finally starting with a new Pathfinder campaign.

Edited stuff:

The party consists of:

  • a Melee Paladin (Divine Defender archetype)
  • a Ranger (an archer, archetype unclear)
  • a melee Cleric (Probaly with some buffing abilities - so not a healer)
  • my Sorcerer (Wildblooded, Sage/Arcane bloodline).

    The other players are casual players, so with except for the paladin, ther other characters probaly won't be optimized.

    We rolled our stats, we get two traits and one has to be a Campaign Trait. We usually use Hero Point, but not in this campaign.

    Race: Human
    Gender: Male
    The stats I rolled:
    Str 14
    Dex 14
    Con 11
    Int: 16
    Wis: 14
    Char: 7

    I can swap two stats. I thought I swap con and wisdom. I know swapping con and Str is probably better. I’m not sure what I should do with high Str or high Wisdom, but flavor wise low wisdom is more fitting. He worked at a pawnshop on his spare time when he studied, but found out after some time he really worked for a fence, so I want him to be a bot gullible.

    Traits:
    I have picked Magical Lineage: Fireball.
    The Campaign Trait is from the APG, but I haven’t decided on it yet.
    I’m leaning towards Favored Son (Tavern Owner or Sherriff) or Outlander (Lore Seeker or Exile).
    The Favored Son is more fitting flavor wise, but Lore Seeker or Exile is more powerful.

    I have no Idea what feat I should pick. I’m considering extra traits so I can pick some more traits.
    I find the Arcane bloodline feats really problematic (Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus, Still Spell). Both Combat Casting and Improved Initiative are feats that most casters want to get as soon as possible. As a blaster you really want Improved Initiative as soon as possible, but at level 6 the latest. The rest of the bloodline feat, with the exception of Spell Focus, are kind of meh.

    So I want to be a blaster, but also a versatile Sorcerer with a lot of utility spells, stuff like Grease, Glitterdust, Invisibility, fly, Sleet Storm, Dimension Door, Arcane Eye, Wall of Stone, etc.

    A bit like a Sorcerer and a Wizard rolled into one. Can this be done?

  • What feats are good picks?
  • Should I pick Improved Initiative at level 7 or pick it at level 1 or perhaps at level 3.
  • What feats do I need to be a decent blaster and when should I pick them.
  • thoughts on spells?
  • Thoughts on magic items?
  • Other advice?


  • I would switch Str and Con


    Samasboy1 wrote:
    I would switch Str and Con

    Any other advice?


    I think it looks like you have it covered. It dosent matter alot if you chance str or wis for con and roleplay trumpfs minmaxing i think pehaps you will want iron will at a alter time but you will be ok with some polymorfing with str 14 and that is alot of utility rigth there. Remember to get spells for your favored class and look into the page of knowledge slotless wonderous item. With those 2 you can end up with alot of options.


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    Those stats are before you apply the human bonus to your Int, right?

    I think blasters want, at minimum, spell focus and spell penetration (probably greater versions, eventually). These pay off in the long run.

    A lot of the spells you listed as utility are conjuration - grease, glitterdust. You might consider taking Spell Focus (Conjuration). You could also take a few "pit" spells - always handy against constructs at higher levels - especially acid pit. Of course, later on you want Spell Focus (Evocation) if your going to be using fireballs.

    Lore seeker is definitely the best of trait choices listed - put two bumps in conjuration spells and the other in fireball.

    Mechanically, Tattooed Sorcerer would work well, although I don't know about RP-wise, unless the game is actually set in Varisia. It would also take away the bloodline feat issue, and give you a familiar instead - you could take a greensting scorpion for the init bonus and save yourself the Imp. Init feat.

    Other ideas:
    Reach Spell is a great low level metamagic adjust - bump touch spells to reach, reach spells to farther reaching spells.

    At higher levels, Dazing Spell is a nice thing to tack onto a Magic Lineage-d fireball.

    At really high levels, Intensify Spell (for the fireball, to increase it's dice cap)


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    Sage is good, you'll cover most knowledge skills. Maybe pick up few more class skills with traits, particularly knowledge so you can reap the benefits of that high intelligence.

    As a spontaneous caster metamagic is where one of your strengths, so use it:
    - intensify spell and heighten spell to keep all your spells relevant: you can pick a few spells and heighten or modify them otherwise to keep them relevant (e.g. spontaneously heighten light to dispel darkness, save on an additionaly higher level light spell etc.), fireball remains relevant till at least level 15
    - elemental spell to save on spells and convert as necessary
    - quicken spell is a given

    Lookup Brewer's guide to the blackbuster wizard. You don't need all the stuff from there, but it gives a lot of good advise.

    I would take improved initiative as soon as possible, going first is important. Also take at least spell penetration if not also greater spell penetration to be successful as a blaster.

    I would consider taking at least arcane blast so you always have something to fall back on if elemental resistances or spell resistance just stops you in your tracks.

    Be sure to take great fortitude or you will die an early death. If you can squeeze it in, toughness might be up your alley. Also, as others have suggested, swap strength with constitution.

    What I have described above lets you save on a lot of spells, so you have more left to be versatile. If you want to be really hard to stop, take still and silent spell (you already got eschew materials), so even bound, gagged and without equipment you will be able to do something. In those situations summon monster is very versatile, as is alter self: Need darkvision, swim speed, climb speed, ... ? Just alter yourself into an appropriate race. Also great for infiltration, though you should pick up tongues and comprehend languages just to be sure.

    So yes, I think it definitely works, the sage sorcerer is really versatile :-)


    @Cap. Darling. True, sometimes role-play does trump minmaxing. I think this might be one of those times although I’m not sure I want him to be strong, but then I don’t want him to be wise, so I’m not sure what I should do.

    @Tangaroa: Tattooed Sorcerer is cool adn ggod, but don't fit RP-wise.
    I want him to be a shy nerd. Thanks for the other advices.

    @Sangalor. Thank for all the advice. I totally missed alter self. Great advice just as all your other advice.

    @ All of you helpful people: Thoughts on what feats I should start with?

    As for spells, starting spells will probably be Grease and Color Spray and I’m gonna get Glittedust as soon as I can so spell focus conjuration might be nice eventually.

    edit:
    If I keep 14 str, any thougts how I could make it useful?

    Dark Archive

    Get half-elve as race and take Paragon Surge as level 3 spell... this will make your caster versatile. Also, if you want to blast, think about cross-blooded sorcerer for the damage increase (e.g. orc). You could use pages of spell knowledge for the lost spells.


    Zark wrote:

    @Cap. Darling. True, sometimes role-play does trump minmaxing. I think this might be one of those times although I’m not sure I want him to be strong, but then I don’t want him to be wise, so I’m not sure what I should do.

    @Tangaroa: Tattooed Sorcerer is cool adn ggod, but don't fit RP-wise.
    I want him to be a shy nerd. Thanks for the other advices.

    @Sangalor. Thank for all the advice. I totally missed alter self. Great advice just as all your other advice.

    @ All of you helpful people: Thoughts on what feats I should start with?

    As for spells, starting spells will probably be Grease and Color Spray and I’m gonna get Glittedust as soon as I can so spell focus conjuration might be nice eventually.

    edit:
    If I keep 14 str, any thougts how I could make it useful?

    Glad you like it :-)

    Regarding keeping strength: Consider making your sorc a supporting melee combatant. Take longspear and arcane strike to threaten/flank/hurt with AoOs. If you really want to go for it take power attack and furious focus, so your attack bonus won't suffer. This can give you an extra edge.
    I actually played an arcane (no UM yet) sorcerer in one campaign who did not take a single damage spell but tried to solve everything creatively (tiny hut for concealment, illusions to frighten opponents etc) - and the longspear as a bonus, support the team (particularly the rogue) and to have another source of damage.

    I would then definitely swap WIS with CON though - 11 con just begs for a quick death on a d6/low fort save character :-)


    For feats, spell focus: conjuration is solid if paired with either augment summons or Mage tattoo. If you choose augment summon of course you'll want summon monster right away. If Mage tattoo(conjuration), go with Snowball to get an extra die of damage and a boost to the save vs. stagger. Conjuration covers a lot of good battlefield control spells, and a few ranged attacks as well.


    (Technically it's not called Mage's Tattoo - it's Varisian Tattoo from the ISWG - Link)


    Also, keep a few Knowledge slots without any ranks for higher levels. Eventually you will pick up Headbands of Vast Intellect, which will max out ranks in 1 knowledge skill per +2 modifier. Handy for things like K(dungeoneering), K(engineering), K(planes) - which other party members might not have put any ranks into.


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    Just because you are wise, that doesn't mean a fence or a criminal couldnt put one over on you. They have to fleece the wise and the cautious all the time, if they want to survive in any world in which not everyone is gullible.

    So by all means, switch Str and Con, and remain wise. If anything, this gives you a roleplaying hook of some sort, either more wisdom (realizing that wisdom alone isnt always sufficient) or perhaps giving you a suspicious nature or giving you a bit of a feeling of disappointment with yourself, or any number of things that could come from overlooking the fence.

    There's always another way to spin something, from a character perspective.


    Animation wrote:

    Just because you are wise, that doesn't mean a fence or a criminal couldnt put one over on you. They have to fleece the wise and the cautious all the time, if they want to survive in any world in which not everyone is gullible.

    So by all means, switch Str and Con, and remain wise. If anything, this gives you a roleplaying hook of some sort, either more wisdom (realizing that wisdom alone isnt always sufficient) or perhaps giving you a suspicious nature or giving you a bit of a feeling of disappointment with yourself, or any number of things that could come from overlooking the fence.

    There's always another way to spin something, from a character perspective.

    Great post Animation. The “suspicious nature or giving you a bit of a feeling of disappointment with yourself” really is fitting. He is probably both and a little disappointed in mankind, at least in the people living in Korvosa.

    My plan is to make him true N with Lawful tendencies or LN and let him drift towards LG or NG depending on the campaign. He will start out as shy and socially awkward a bit like Willow in Buffy the Vampire Slayer and drift towards something like a more arrogant version of the Gilles (from Buffy) or a more humble version of Elementary’s Sherlock Holmes.

    @Chevalier83. Thanks, but I’m set on human. Although he has an halv-elf sibling on his father’s side.
    @ Sangalor. Thanks for the Advice, but I probably swap Con for str. I think he is a pit too shy to be a melee dude, but I like the “solve everything creatively” attitude.
    @Ursineoddity: What is Snowball? I probably won't pick that many SM since they go obsolete very quickly and unlike a wizard I can't swap spells from day to day. I will get some SU monsters and use them as utility spells (set of traps, flanking help etc.).
    Tangaroa: Good advice. I will max out kn. arcana and probably put ranks in kn. History since it fits my character and the Players guide also focus on these two kn. Skills. Obviously I will put ranks out spellcraft, UMD and Appraise. I know a lot of people think Appraise suck, but I will put ranks in it regardless since it really fits my character. I will probably put one (and only one) rank in profession merchant since he worked in a pawnshop. I’ll probably add one or two ranks in one or two more kn. Skill. I can always retrain them later if I find a band with same kn. skills, but I will remember your good advice that headband does grant set bonus skills to kn. Skills so I’ll keep a few Knowledge slots without any ranks.

    So stats:
    Str 11
    Dex 14
    Con 14
    Int 18 (16+2)
    Wis: 14
    Char: 7

    Feats:

  • Extra Trait
  • + one more. Perhaps toughness or Improved initiative. If I don’t pick Improved initiative now, I’ll pick the Reactionary trait.

    Traits:

  • Magical Lineage: Fireball.
  • Lore Seeker: +1 Cl and DC to three arcan spells

    And possibly

  • Reactionary: +2 trait bonus on Initiative checks.
  • Magic is Life (N): Your faith in magic allows you to reflexively use the energy of any spell effect on you to save you from death. As long as you are under the effects of any spell, you gain a +2 trait bonus on saving throws against death effects. If you are reduced to negative hit points while you are under the effects of any spell, you automatically confirm stabilization checks to stop bleeding.

    I’m not sure about Magic is Life. Perhaps I pick something else. World Traveler would be cool and fitting.


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    Ohh, take Fast Learner. RP appropro and mechanically crunchy.

    Fast Learner
    You progress gain extra versatility.
    Prerequisites: Int 13, human.
    Benefit: When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.

    RPG Superstar 2012 Top 16

    A blaster wants CASTER LEVEL for evoc spells.

    Your blaster damage will not keep pace with the hit points of the enemy unless you boost caster level. Since you are choosing a bloodline that doesn't increase your damage with fire spells, this is going to hit you doubly hard.

    First of all, realize that Sage sorcs don't get any more spells known then any other sorc. Going Human and using your FC bonus for more spells will help, and magic items will, as well.

    You want Varisian Tatto (evoc) for +1 CL. You're going to want spell specialization for the +2 CL.

    You need INtensify to raise the maximum power of your fireballs, and Empower to supercharge them at level 9+.

    You are probably going to want an elemental substitution for those enemies resistant to fire. Acid is usually the alternate.

    You might want a level of Wizard (evoker/admixture) for the damage buff and elemental sub, up to you.

    There is a blaster caster build which gives good guidelines for making a blaster sorc. Let me dig it out again...

    ==Aelryinth

    RPG Superstar 2012 Top 16

    Here you go, pretty much a 'standard' blaster caster build. I just compiled all the advice for making a blaster and this is the average of what comes out of it.

    Just remember, the key is that every Sorc gets the same amounts of spells known. The Sage doesn't get any more then anyone else.

    Magic items and scrolls plug holes in lack of spells.

    http://paizo.com/threads/rzs2nn33&page=3?Evocation-optimization#144

    ==Aelryinth


    Tangaroa wrote:

    Ohh, take Fast Learner. RP appropro and mechanically crunchy.

    Fast Learner
    You progress gain extra versatility.
    Prerequisites: Int 13, human.
    Benefit: When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.

    Great avdvice. Far better than toughness and more versatile.


    Aelryinth wrote:

    Here you go, pretty much a 'standard' blaster caster build. I just compiled all the advice for making a blaster and this is the average of what comes out of it.

    Just remember, the key is that every Sorc gets the same amounts of spells known. The Sage doesn't get any more then anyone else.

    Magic items and scrolls plug holes in lack of spells.

    http://paizo.com/threads/rzs2nn33&page=3?Evocation-optimization#144

    ==Aelryinth

    Linked for phone: http://paizo.com/threads/rzs2nn33&page=3?Evocation-optimization#144.

    Thanks for all advice. I know all Sorc gets the same amounts of spells known, but Sage it is for a number of reasons.

    If I read you right one can’t play a casual blaster?

    If I still want to play a casual blaster, what are your advice?
    What feats should I take as bloodline feats?

    Should I drop the Extra trait Feat? Initiative: My thought was that I won’t need to come first until I start blasting using fireball. So let’s say level 6 or 7. Until then I have to get by with dex + Reactionary trait. Is that bad or should I take some of the other bloodline feat at level 7?

    Spell focus and spell specialization sounds cool, but I probably won’t pick Varisian Tatto since it really don’t fit the flavor of my character and I don’t have enough feats. Lore Seeker will help me with CL and DC and I want to be a casual caster.

    BTW, from what I get, the Campaign will end somewhere around level 16, max level 17, but my bet is level 16.

    RPG Superstar 2012 Top 16

    Here's the problem:

    A versatile caster needs spells. That's it. With the right spells, you can handle most situations one way or another.

    Blaster casters need FEATS. Why? Because enemy HD and defenses scale faster then simple spells do. Your average 9th level opponent has about 100 hp. There's no way you can reach that kind of damage without bonuses to your caster level, metamagic feats, and the right bloodlines.

    This is the whole basis behind the 'god wizard.' God wizards don't blast. They leave direct damage infliction to archers or melees. God Wizards control the battlefield, neutralize opponents, and limit enemy actions. To do this, they only need to go first, and have the right spells.

    A blaster caster can indeed play god, but God can't play a blaster.

    So, there is no 'casual' blasters. You either build for it, or you suck at it. It's just the way the game is designed and how enemies are in the game.

    It's also why evocation is so poo-pooed as a school, because without taking a lot of steps, you just don't have any real power.

    However, if you DO take those steps, then you tend to find that 300 HP to the chin with Direct Damage solves a LOT of problems straight up. And it's something a God Wizard simply cannot do.

    Taking Extra Traits allows you access to the 2nd feat that reduces Metamagic costs, which allows you to stack more MM's in lower spell slots. The problem is you still need those MM feats!

    ==Aelryinth

    Grand Lodge

    Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
    Chevalier83 wrote:
    Get half-elve as race and take Paragon Surge as level 3 spell... this will make your caster versatile. Also, if you want to blast, think about cross-blooded sorcerer for the damage increase (e.g. orc). You could use pages of spell knowledge for the lost spells.

    That will cut into your utility as you take a spell hit in spells known. It will also cut into your will save which is your only good save.

    Silver Crusade

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    The title of this thread seems like an apt description of what I'm going for. Well, except the "Sage" part.

    I took the Elemental(Primal) bloodline for a damage boost on electricity spells, and my first two bloodline spells are automatically converted to that element. I also took Spell Focus and Varisian Tattoo for +1 DC and +1 CL on my evocations. That seems to be enough for "casual blasting".

    As a human, I'm using my FCB for extra spells known on lower-level spells. So at my highest spell level, I've got something I'm cool with spamming, then at lower spell levels I have more options.

    This is without all those drawbacks of being Crossblooded.

    I'm only 5th level, but so far so good. :)


    Aelryinth gave you some very nice advice. Unless you go for a bloodline that gives +1 damage per die like dragonic, you will be a mediocre blaster at best. Blasts suck unless you invest in them.

    There is a way however to compromise between the mechanics and your flavor preferance. Start with the dragonic bloodline and take the eldrich heritage (arcane) feats. You could go feat-wise something like this for a human dragonic sorceror:

    1st - Eschew Materials
    1st - Spell Focus: Evocation
    1st - Spell Specialization
    3rd - Greater Spell Focus: Evocation
    5th - Intensify Spell
    7th - Skill Focus (Knowledge [arcana])(bonus)
    7th - Eldritch Heritage: Arcane Bloodline (Arcane Bond - Familiar)
    9th - Empower Spell
    11th - Spell Penetration
    13th - Quicken Spell (bonus)
    13th - Improved Eldritch Heritage: Arcane Bloodline (Expanded Arcana)
    15th - Spell Perfection: Fireball
    17th - Greater Eldritch Heritage: Arcane Bloodline (School Power - Evocation)
    19th - Improved Initiative (bonus)
    19th - Dazing Spell


    My character's Int is 18 and his char is 7, so obviously I'm going to play a Sage.

    I want to do some blasting, but still be a jack of all trades kind of a Sorcerer. The Campaign will end level 16 or latest level 17.

    Grand Lodge

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

    My character's Int is 18 and his char is 7, so obviously I'm going to play a Sage.

    I want to do some blasting, but still be a jack of all trades kind of a Sorcerer. The Campaign will end level 16 or latest level 17.

    You're trying to be a wizard. Even with the sage bloodline, it's not going to end well. You do need to pick a focus and work it as a sorcerer. I'm not saying that you shouldn't take ANY blasting spells, but you really can't multi-focus, the class simply isn't built for it.


    LazarX wrote:
    Zark wrote:

    My character's Int is 18 and his char is 7, so obviously I'm going to play a Sage.

    I want to do some blasting, but still be a jack of all trades kind of a Sorcerer. The Campaign will end level 16 or latest level 17.

    You're trying to be a wizard. Even with the sage bloodline, it's not going to end well. You do need to pick a focus and work it as a sorcerer. I'm not saying that you shouldn't take ANY blasting spells, but you really can't multi-focus, the class simply isn't built for it.

    Allright.

    Here is the deal.
    I'm going to play a Sage.
    The stats are. Str 11, dex 14, con 14, int 18, char 7. any advice?

    Edit: I can't roll a new character so I'm stuck with this.


    I assumed that you can swap the stats as you see fit. If this is the case, just play the usual God style caster and have some blasts backup for the times that there is not something better to to. Actually you can still give blasts some real value when you start adding them the dazing spell metamagic. Until then, summoning and battlefield control spells will be your best bets. You could do something like this for a Human Sage Tattooed Sorcerer.

    Magical Lineage: Fireball

    1 Mage's Tattoo (Conjuration), Spell Focus (Conjuration), Augment Summoning
    2
    3 Improved Initiative
    4
    5 Superior Summoning
    6
    7 Craft Wondrous Items
    8
    9 Piercing Spell
    10
    11 Dazing Spell
    12
    13 Quicken Spell, Spell Focus (Evocation) (bonus)
    14
    15 Spell Perfection: Fireball
    16
    17 Persistent Spell
    18
    19 Greater Spell Focus (Evocation, Combat Casting (bonus)
    20


    Zark wrote:
    LazarX wrote:
    Zark wrote:

    My character's Int is 18 and his char is 7, so obviously I'm going to play a Sage.

    I want to do some blasting, but still be a jack of all trades kind of a Sorcerer. The Campaign will end level 16 or latest level 17.

    You're trying to be a wizard. Even with the sage bloodline, it's not going to end well. You do need to pick a focus and work it as a sorcerer. I'm not saying that you shouldn't take ANY blasting spells, but you really can't multi-focus, the class simply isn't built for it.

    Allright.

    Here is the deal.
    I'm going to play a Sage.
    The stats are. Str 11, dex 14, con 14, int 18, char 7. any advice?

    Edit: I can't roll a new character so I'm stuck with this.

    I believe that with my last post I got you covered.


    XMorsX wrote:

    I assumed that you can swap the stats as you see fit. If this is the case, just play the usual God style caster and have some blasts backup for the times that there is not something better to to. Actually you can still give blasts some real value when you start adding them the dazing spell metamagic. Until then, summoning and battlefield control spells will be your best bets. You could do something like this for a Human Sage Tattooed Sorcerer.

    Magical Lineage: Fireball

    1 Mage's Tattoo (Conjuration), Spell Focus (Conjuration), Augment Summoning
    2
    3 Improved Initiative
    4
    5 Superior Summoning
    6
    7 Spell Penetration
    8
    9 Intensify Spell
    10
    11 Dazing Spell
    12
    13 Quicken Spell, Spell Focus (Evocation) (bonus)
    14
    15 Spell Perfection: Fireball
    16
    17 Piercing Spell
    18
    19 Greater Spell Focus (Evocation, Combat Casting (bonus)

    How can I be a Human Sage and Tattooed Sorcerer? They swap the same stuff?


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    Just make sure you have spells for attack and control, defense and mobility and a few buffs and debuffs. A sorcerer and especially a human can do all that. Of cause some builds will be better at somthing than you but you should ba able to have lots of utility. Look that trait up that let you use int on UMD if you plan on using scrolls and wands to close the gaps in your versatility.
    And when you play him just remember that you are there as mutch to make the others shine as you are your self and they will love you.

    Grand Lodge

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


    How can I be a Human Sage and Tattooed Sorcerer? They swap the same stuff?

    You can't as they both modify the first bloodline power. but you can take the Magical Tatto feat. You'll be a Sage sorcerer with a Magical Tatto.


    Zark wrote:
    XMorsX wrote:

    I assumed that you can swap the stats as you see fit. If this is the case, just play the usual God style caster and have some blasts backup for the times that there is not something better to to. Actually you can still give blasts some real value when you start adding them the dazing spell metamagic. Until then, summoning and battlefield control spells will be your best bets. You could do something like this for a Human Sage Tattooed Sorcerer.

    Magical Lineage: Fireball

    1 Mage's Tattoo (Conjuration), Spell Focus (Conjuration), Augment Summoning
    2
    3 Improved Initiative
    4
    5 Superior Summoning
    6
    7 Spell Penetration
    8
    9 Intensify Spell
    10
    11 Dazing Spell
    12
    13 Quicken Spell, Spell Focus (Evocation) (bonus)
    14
    15 Spell Perfection: Fireball
    16
    17 Piercing Spell
    18
    19 Greater Spell Focus (Evocation, Combat Casting (bonus)

    How can I be a Human Sage and Tattooed Sorcerer? They swap the same stuff?

    You have a point. Tatooed Sorcerer is oftenly used in order to change the crappy 1st lvl bloodline power that some bloodlines have, like Sage. However Sage is technically an archetype, so your argument is valid. If it is not for PFS, I would suggest that you speak about it with your GM. If you want to go stricktly by the rules though you cannot be both simultaneously. I fthis is the case, you coudl go like this:

    Magical Lineage: Fireball

    1 Mage's Tattoo (Conjuration), Spell Focus (Conjuration), Augment Summoning
    2
    3 Toughness
    4
    5 Superior Summoning
    6
    7 Craft Wondrous Items, Improved Initiative (bonus)
    8
    9 Piercing Spell
    10
    11 Dazing Spell
    12
    13 Quicken Spell, Spell Focus (Evocation) (bonus)
    14
    15 Spell Perfection: Fireball
    16
    17 Persistent Spell
    18
    19 Greater Spell Focus (Evocation), Combat Casting (bonus)
    20

    I also changed some other stuff. Piercing spell is much better than Spell Penetration for Sorcerers. Also remember that your damage with blasts will be mediocre, the reason they are worth it is the dazing metamagic targeting Reflex save. As a result, raising DCs and overcoming spell resistance are of great importance. Craft Wondrous Items is generally very usefull.


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    Fireball mobs of lower HP enemies.
    Grease the BBEG's weapon.
    Pick up Greater Magic Weapon to make your party's weapons more powerful.
    Pick up Intensify and Magical Lineage, apply as you wish.
    Pick up Craft Wondrous Item to be amazing.

    You'll be ok.

    RPG Superstar 2012 Top 16

    Again, the level of Admixture Evoc Wizard gives you a multi-Element smash you can apply to your blasts.

    When I get home tonight I'll post some magic items you'll want to get. Key thing - you're actually going to be keeping a spellbook!

    Also: Versatile Caster feat. Lets a sorc memorize spells. Eats up a precious feat, however.

    ==Aelryinth


    PapaZorro wrote:

    Fireball mobs of lower HP enemies.

    Grease the BBEG's weapon.
    Pick up Greater Magic Weapon to make your party's weapons more powerful.
    Pick up Intensify and Magical Lineage, apply as you wish.
    Pick up Craft Wondrous Item to be amazing.

    You'll be ok.

    Thanks!

    Always nice when people actually read your post :)


    LazarX wrote:
    Chevalier83 wrote:
    Get half-elve as race and take Paragon Surge as level 3 spell... this will make your caster versatile. Also, if you want to blast, think about cross-blooded sorcerer for the damage increase (e.g. orc). You could use pages of spell knowledge for the lost spells.
    That will cut into your utility as you take a spell hit in spells known. It will also cut into your will save which is your only good save.

    Doesn't have to. Half-Elves can take Human favoured class bonuses if they want. And they can take Elven Spirit to get the Elf's bonus to beating SR as well.

    RPG Superstar 2012 Top 16

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    Here's versatility for you:

    Versatile Spontaneity
    You made a good name for yourself in the Pathfinder Society in part because you knew how to prepare for the challenges before you, even if your natural magical abilities lend themselves less to preparation and more to spontaneity.
    Prerequisites: Int 13 or Wis 13 (see Special), ability to spontaneously cast 2nd-level spells.
    Benefit: When you regain spell slots at the start of the day, you may opt to prepare one spell you don’t know in place of a daily spell slot 1 level higher than the prepared spell’s level. To do so, you must have access to the selected spell on a scroll or in a spellbook, and the spell must be on your spell list (even if it is not one of your spells known). This process takes 10 minutes per spell level of the selected spell. You can cast the selected spell a single time, expending the spell slot as though it were a known spell being cast by you. Preparing a spell in this manner expends a scroll but not a spellbook. A spell prepared in this way is considered its actual level rather than the level of the spell slot expended. You can apply metamagic feats to the spell as normal, as long as the spell’s actual level plus the increases from metamagic feats is 1 level lower than the highest-level spell you can cast. For example, a 12th-level sorcerer with this feat, a scroll of fireball, and the Empower Spell metamagic feat could prepare an empowered fireball spell in her 6th-level spell slot.
    Special: If you spontaneously cast arcane spells, you must have an Intelligence score of at least 13 to take this feat. If you spontaneously cast divine spells, you must have a Wisdom score of at least 13 to take this feat. If you have both arcane and divine spellcasting classes, you can use this feat to prepare a spell using a given class’s spell slot as long as you meet the associated ability score prerequisite.
    ================
    That's a feat. If you have a scroll collection or a spellbook, you're good to go 'ahead of time'.

    Next:

    Mnemonic Vestment

    The surface of this delicate-looking blue silk robe is adorned with tiny embossed runes across its entire surface.If the wearer is a spontaneous caster, once per day she may use a spell slot to cast a spell from a written source (such as a scroll or spellbook) as if she knew that spell. The spell must be on her spell list, the same spell level or lower than the expended spell slot, and the same type of spell (arcane or divine) as the spell slot expended. The caster must also understand the written source (such as using Decipher Script (Editor’s Note: This should probably be Spellcraft.) or read magic) and be carrying it. Activating the robe is not an action, but casting the spell otherwise works as normal, including casting time, providing components or foci, and so on. Using a mnemonic vestment’s properties does not consume the written source.
    ------
    Using Your collection of spellbooks and scrolls to instantly get whatever spell you want, when you want it. Buy two or three, they are cheap.
    =========
    And:

    Ring of Spell Knowledge:

    This ring comes in four types: ring of spell knowledge I, ring of spell knowledge II, ring of spell knowledge III, and ring of spell knowledge IV. All of them are useful only to spontaneous arcane spellcasters.Through study, the wearer can gain the knowledge of a single spell in addition to those allotted by her class and level. A ring of spell knowledge I can hold 1st-level spells only, a ring of spell knowledge II 1st- or 2nd-level spells, a ring of spell knowledge III spells of 3rd level or lower, and a ring of spell knowledge IV up to 4th-level spells.A ring of spell knowledge is only a storage space; the wearer must still encounter a written, active, or cast version of the spell and succeed at a DC 20 Spellcraft check to teach the spell to the ring. Thereafter, the arcane spellcaster may cast the spell as though she knew the spell and it appeared on her class’ spell list.Arcane spells that do not appear on the wearer’s class list are treated as one level higher for all purposes (storage and casting).
    -------
    Turns your spellbook collection into a selective spell known. It's limited by level and by cost, but it does allow you to add lower level spells known to your list for multiple casting.
    And you can use it multiple times a day. So you can 'learn' a rare spell into it, cast it six times, purge it, and teach it another spell, as you like. In short, Multiple Spells Known, especially for buffing.
    ======

    And of course, Pages of Spell Knowledge, which advance your spells known.

    Human Favored Class bonus, increasing spells known. Half-elves, getting Paragon surge, and able to dip into human or elven things.

    Create Wondrous Item: A vital feat, because you're going to need Rods of Maximize to truly do good Hit point damage with your spells. Happily, Meta'ing up an Empowered Intensified Fireball is still only a level 3 spell and takes a cheap Lesser Rod.

    =====================================

    You build a Blaster with feats, you build a versatile caster with spell slection and the ability to get needed spells. The one feat and the magic items provide all the versatility you need. Thus, you just need to build to blast.

    ==Aelryinth


    I've had great luck with Toppling (and later Dazing) Magic Missiles.

    They seem to be more in line with your casual blaster type.


    AdAstraGames wrote:

    I've had great luck with Toppling (and later Dazing) Magic Missiles.

    They seem to be more in line with your casual blaster type.

    You can't use Dazing with MM, but MM + Toppling looks fun.


    Thanks everyone.
    I’s obvious the sage bloodline is a bad option if you want to be a Blaster, but I’m stuck with it and the stats so I’m gonna apply a more organic approach with the build. I’ve the campaign will probably be quite rough so I’ll need all the hit point I can get. I need to know many spells if I want to be versatile. Fast Learner was a rock solid feat. Regardless what kind of Sorcerer I play I need Improved so I won’t start out as a blaster.

    In boss fights I will use battlefield control, buff my allies or debuff boss. When fighting mooks I will start with blasts. If I feel that blast is more fun, I will ask our GM if it is OK to retrain one or two feats.

    I’ve created a backup char that is a full blaster if something happens, but here is how my Sage ended up:

    Str 11, Dex 14, Con 14, Int: 18, Wis: 14, Char: 7

    Traits:
    Magical Lineage: Fireball.
    Lore Seeker: Fireball, Glitterdust and Grease.

    Feats: Improved Initiative, Fast Learner (for the hit points and skill ranks level 1-3, hit points and spells level 4-16)

    Other feats I plan to pick up.
    - great fortitude
    - intensify spell
    - Spell focus (conjuration or evocation).
    - Empowered spell (can be useful even with quicken MM)
    - quicken spell
    - possibly some craft feat.

    I’ll probably pick heighten spell as a feat if possible. It really adds to versatility. I’ve seen heighten Glitterdust in play and it is very useful, so is heighten grease. Heighten grease can be quite fun.

    I’m not sure if I will take elemental spell (Fire to Acid) as a feat or as a rod. Time will tell.

    If I go for the blaster type with my mage I probably pick Spell Specialization over Varisian Tatto. I won’t pick both.

    Versatile Spontaneity is a nice feat that, just like Fast Learner, adds versatility to the built.

    Mnemonic Vestment and Ring of Spell Knowledge are two great items I never heard of before. I will get both. Thanks Aelryinth for the tip.

    Does anyone know if there is such a thing as a heighten metamagic rod?

    Again, thanks everybody.


    hm,....may not even need Fast Learner with Mnemonic Vestment.....


    Zark, nothing prevents Dazing from being put on Magic Missile.

    PRD Sez wrote:

    Dazing Spell (Metamagic)

    You can daze creatures with the power of your spells.

    Benefit: You can modify a spell to daze a creature damaged by the spell. When a creature takes damage from this spell, they become dazed for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the daze effect. If the spell does not allow a save, the target can make a Will save to negate the daze effect. If the spell effect also causes the creature to become dazed, the duration of this metamagic effect is added to the duration of the spell.

    Level Increase: +3 (a dazing spell uses up a spell slot three levels higher than the spell’s actual level.

    Spells that do not inflict damage do not benefit from this feat.

    Magic Missile definitely inflicts damage.

    My PFS Sorcerer who uses this stunt is the Starsoul Bloodline, and after one more game, he'll be able to do Dazing, Toppling Magic Missiles.

    And at 10th level, he'll be able to do Heightened Dazing Toppling Magic Missiles..."So, you're prone and dazed for two rounds. So are four of your buddies. His fighter buddies love this guy. He doesn't do all the damage, he just makes sure they never have to hit anything that's standing up or capable of fighting back."


    I'm building a sage right now. Mine is themed as a mentalist/telepath, so not a lot of blasting, just magic mossiles a backup.

    I agree with what's beibg said, blasts need feat support. Both if you want to do damage (you will need +CL and intensify/empower) or control (toppling/dazing/rime), you need a bit of feat support, basic blasts are incredibly bland. The exception is if your game is going to end at 7th or so level, fireball os decent at thet level.

    RPG Superstar 2012 Top 16

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    Zark,

    you can use Alternate Racial FC bonuses for Fast Learner. So you can pick up the extra hit points AND, say, extra Spells known (starting at level 4, of course), instead of just hp and skill points.

    Also note...Fast Learner STACKS with Toughness...really, it's just an 'extra' toughness feat, if you think about it.

    Oh, and realize for the Ring of Spell Knowledge...it explicitly allows you to use NOn-SORCEROR spells! That Cure Light Wounds might take a Sorc/2 slot, but if you want to, with a scroll and a spellcraft check, you can be a healer!

    ==Aelryinth


    Quote:
    you can use Alternate Racial FC bonuses for Fast Learner. So you can pick up the extra hit points AND, say, extra Spells known (starting at level 4, of course), instead of just hp and skill points.

    Was there an official clarification on this? I remember people reading the feat both ways.


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    This is my current version of the Sage Sorcerer mixing versatility and Blasting. Not too bothered about damage, leaving things dazed for multiple rounds is pretty much as good as killing them outright with damage. DC32 Dazing Chain Lightning solves most problems. I could switch things up a bit and grab Paragon Surge bot that level of cheese probably isn't needed.

    Sage Sorc:
    Male Human (Varisian) Sorcerer (Wildblooded) 16
    LE Medium Humanoid (human)
    Init +8; Senses Perception +21

    --------------------
    Defense
    --------------------
    AC 34, touch 18, flat-footed 30 (+6 armor, +6 shield, +4 Dex, +4 natural, +4 deflection)
    hp 130 (16d6+64)
    Fort +14, Ref +14, Will +15

    --------------------
    Offense
    --------------------
    Speed 30 ft.

    Sorcerer (Wildblooded) Spells Known (CL 16):

    8 (4/day) Planar Binding, Greater (DC 28), Mind Blank, Power Word Stun

    7 (6/day) Teleport, Greater, Shadow Conjuration, Greater (DC 27), Spell Turning, Plane Shift (DC 27)

    6 (8/day) Contingency, True Seeing, Repulsion (DC 26), Chain Lightning (DC 32), Flesh to Stone (DC 26), Disintegrate (DC 26), Dispel Magic, Greater

    5 (8/day) Elemental Body II, Overland Flight, Fire Snake (DC 29), Dominate Person (DC 25), Wall of Force, Fickle Winds, Planar Adaptation

    4 (8/day) Invisibility, Greater, Dragon's Breath (DC 28), Charm Monster (DC 24), Dimensional Anchor, Dimension Door, Emergency Force Sphere, Enervation, Ball Lightning (DC 28)

    3 (8/day) Tongues, Clairaudience/Clairvoyance, Dispel Magic, Haste, Daylight, Suggestion (DC 23), Slow (DC 23)

    2 (9/day) Resist Energy, Mirror Image, Scorching Ray, Command Undead (DC 22), Invisibility, See Invisibility, Blindness/Deafness (DC 22), Frost Fall (DC 26)

    1 (9/day) Liberating Command, Magic Missile, Protection from Evil, Mage Armour, Identify, Charm Person (DC 21), Infernal Healing, Snowball

    0 (at will) Acid Splash, Arcane Mark, Message, Daze (DC 20), Light, Mage Hand, Detect Magic, Prestidigitation (DC 20), Detect Poison

    --------------------
    Statistics
    --------------------
    Str 7, Dex 18, Con 18, Int 31, Wis 11, Cha 7
    Base Atk +8; CMB +6; CMD 24

    Feats: Dazing Spell, Eschew Materials, Greater Spell Focus (Evocation), Greater Spell Penetration, Improved Initiative, Persistent Spell, Quicken Spell, Silent Spell, Spell Focus (Evocation), Spell Penetration, Spell Perfection (Chain Lightning), Still Spell

    Traits: Magical Lineage (Chain Lightning), World Traveler (Diplomacy)

    Skills: Bluff +1, Diplomacy +21, Disable Device +24, Disguise +1, Escape Artist +26, Fly +23, Intimidate +1, Knowledge (arcana) +31, Knowledge (dungeoneering) +11, Knowledge (engineering) +11, Knowledge (geography) +11, Knowledge (history) +11, Knowledge (local) +11, Knowledge (nature) +11, Knowledge (nobility) +11, Knowledge (planes) +29, Knowledge (religion) +26, Linguistics +26, Perception +21, Sleight of Hand +20, Spellcraft +31, Stealth +20, Survival +0 (+2 to avoid becoming lost), Use Magic Device +16

    Languages: Abyssal, Aklo, Aquan, Auran, Azlanti, Celestial, Common, Draconic, Elven, Garuda, Giant, Goblin, Ignan, Infernal, Kelish, Minkaian, Nagaji, Orc, Osiriani, Osiriani, Ancient, Sahaugin, Shoanti, Sylvan, Terran, Thassilonian, Tien, Varisian, Vudrani

    Special Qualities arcane apotheosis, arcane bolt (1d4+10) (13/day), metamagic adept (at will), mutated bloodlines (sage)

    Gear: Mnemonic vestment (1/day), Wand of cure light wounds, Wand of Infernal Healing, +5 Haramaki, +5 Mithral Buckler, Amulet of natural armor +4, Belt of physical might (Dex & Con +4), Circlet of persuasion, Cloak of resistance +5, Eyes of the eagle, Handy haversack (4 @ 24 lbs), Headband of vast intelligence +6, Ioun stone (clear spindle), Ring of freedom of movement, Ring of protection +4, Robe of arcane heritage, Tome of clear thought +1, Vest of escape, Wayfinder (1 @ 0 lbs)


    Interesting build, andreww.
    Can I make a suggestion? Swap Frost Fall for Stone Call. A 40' radius no spell resistance allowed dazing spell is exactly what you need when you face an army of Iron Golems :P


    It is tempting but Frost Fall has the benefit of being a persistent effect which can continue to daze without any further thought on your part. Snowball fits in as my main No SR Daze spell.


    andreww wrote:
    It is tempting but Frost Fall has the benefit of being a persistent effect which can continue to daze without any further thought on your part. Snowball fits in as my main No SR Daze spell.

    Yep, Frost Fall is great. However, you'll regret your decision when you face an army of 20+ iron golems :P

    RPG Superstar 2012 Top 16

    andreww wrote:

    This is my current version of the Sage Sorcerer mixing versatility and Blasting. Not too bothered about damage, leaving things dazed for multiple rounds is pretty much as good as killing them outright with damage. DC32 Dazing Chain Lightning solves most problems. I could switch things up a bit and grab Paragon Surge bot that level of cheese probably isn't needed.

    ** spoiler omitted **...

    Paragon Surge is half-elves only. that's a human build.

    As for Fast Learner, it says right in the description 'other Favored class options.' So, yeah, you're basically blowing a feat on +1 skill point a level, or +1 hp/level. I hope you seriously do not think that's imbalanced.

    ==Aelryinth

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