Building a blaster sorcerer


Advice


I generally don't play blaster types, or damage dealers for that matter, I usually focus on utility, support and battlefield control. So I decided to go out of my comfort zone a bit, and play an arcane blaster for once.

I just have no clue on what to pick feat wise and such, and could use a bit of help, or at the very least confirmation that I'm making good choices.

The character will be an Ifrit, Elemental (Fire) Sorcerer. This isn't really up for discussion, it may not be as optimal a choice as a Human Arcane sorcerer, but it's the character I want to play.

Traits I was thinking of taking Magical Lineage (Fireball), and Metamagic Master (Fireball). I figure with this I can empower or persistent metamagic my fireballs without increasing the spell level slot used. I chose Fireball since it seems like overall the best choice, but I'm open to suggestions on this, as well as the traits in general.

For my feats I was thinking something like the following:
1 Spell Focus
3 Greater Spell Focus
5 Persistent Spell
7 Elemental Focus, Empower Spell (bloodline)
9 Dazing Spell
11 Quicken Spell
13 Spell Penetration, Improved Initiative (bloodline)
15 Spell Perfection

Metamagic wise, I still want/need Elemental, Selective, Intensify, but I don't see how/where to fit them in, perhaps a rod or 2?

Spell selection I'm still uncertain of, other then the fact that I'll be keeping it to 1 or 2 blast spells at most per spell level, with good utility spells thrown in every level (like haste, invisibility, black tentacles, etc).

Any thoughts, suggestions and such would be very appreciated, thanks!


Intensify spell is pretty key here also, more important for a blaster than elemental focus I feel.

Spell Specialisation is also useful at most levels but especially so at lower levels due tot he damage boost.

Other than that pretty solid.


Pathfinder Adventure Path Subscriber

Disclaimer: Just my opinions, take with shaker of salt :)

Spontaneous Metafocus(fireball) as your 7th level feat may be worth considering.

Take a long hard look at Tattooed (Varisian) Sorcerer archetype.
Free Spell Focus.
+1 Caster level with School
Gain a familiar that cannot be killed (stays as a tattoo) and still grants you the familiar bonus.
Drop your Ifrit Fire resistance since you gain a superior form via your bloodline. Replace it with Wildfire heart for +4 Init.

In fact:
Tattooed Sorc familiar: +4 init with rabbit, compsagnathus, or scorpion)
Wildfire Heart: +4 init
Reactionary Trait: +2 init.
= +10 (+dex) init at level 1. Drop the bomb first.

IMO with Persistent Spell, Greater Spell Focus can wait, consider moving up some other feat instead.

Sadly the best options for blasting: Primal, Draconic, or Orc are not compatible with the Ifrit racial. Unless you go cross blooded which I do not recommend.

Added->Gear recommendations:
Goblin Fire Drum. Cheap extra boom (note can backfire).
Rod of Selective Spell, Lesser. Cheap way to call fire on your buddies position without roasting them.


I am playing a 9th level human sorcerer (elemental, fire) in a Serpent's Skull game. It's my first blasty build, but I'm having tons of fun so far. Jugding from what I did so far, a few comments.

Persistent Spell - what for at 5th level? You can only use it for 1st level spells at 6th-8th level, so unless you have a specific strategy in mind I'd really skip this until you have enough spell levels to make it useful.

Elemental Focus - be careful with that. I almost took it and I'm glad I didn't but chose Elemental Spell instead (change energy type), since we had a couple of enemies by now who where utterly unimpressed by fire damage. I'd really go with versatility instead over-specialization, but that's just me.

Improved Initiative - I would take this earlier because as a blasty sorcerer you really want to go boom before your whole party mingles in melee, especially with fireball. Selective Spell at 9th level makes a whole lot of sense here.

All in all I think spending (almost) all your feats on metamagic or spell enhancement is a bit risky. I don't know what your party looks like, but at least consider the importance of Iron Will (depending on your ability generation method), Combat Casting, Toughness, and the like.

Non-blasty spells I took:

1 - Reduce Person. Awesome self-buff for ranged attacks or sneaking around.
1 - Identify. That's mostly due to the fact that our other full caster sucks at Spellcraft checks :)
2 - Glitterdust. This one ends encounters and reveals invisible things.
2 - Invisibility. Speaking of, becoming invisible is always good.
3 - Haste. Crazy good, I almost always cast this at the start of combat.
3 - Slow. That one is nasty for groups of weak enemies.
3 - Fly. Crazy good scouting spell, or for getting out of the enemy's range in combat.
4 - Enervation. I think it works best with humanoid enemies, but a good BBEG debuffer.
4 - Black Tentacles. Obbviously good, you listed it yourself.


Antariuk wrote:


Elemental Focus - be careful with that. I almost took it and I'm glad I didn't but chose Elemental Spell instead (change energy type), since we had a couple of enemies by now who where utterly unimpressed by fire damage. I'd really go with versatility instead over-specialization, but that's just me.

Are you sure about that? I could almost swear that I read some thread on here, and even if you change the energy type, the other feats still apply.

For example if you had Elemental Focus fire, and substituted electricity for fire in a Fireball, it still benefited from the Elemental Focus:Fire.

And conversely if you changed Chain Lightning to use fire instead of electricity, the Elemental Focus:Fire wouldn't apply.

I could definitely be wrong about this, and it seems counterintuitive. But it just seems like I saw a discussion on this.


Hm, I never thought about it... good question though. Especially considering that as a fire sorcerer, your can change all elemental damage to fire for free, as per your bloodline arcana. So making a fire-chain lightning, shouldn't you be allowed to apply Elemental Focus? Hm.


Yes that does appear to be the case. You would keep the benefit of your arcana if you changed fireball to deal cold damage as it doesn't change the type. You would not gain the benefit of your arcana if you made lightning bolt do fire damage.

BUT you are still changing the type of damage the spell does and therefore you can avoid high resistance or immunity. If you are focused on fire blasting then I would definitely take Elemental Spell (Cold). Many creatures which are immune to fire damage are vulnerable to cold.


Your feats look fine although as mentioned I would pick up elemental spell, probably instead of elemental focus. I might try and fit in Greater Spell Penetration or take some SR: No damaging spells to attach Dazing to. Acid Arrow, Ice Spears and Acid or Hungry Pit are interesting options.

On spells as you have Persistent Spell you can afford to make use of the more useful battlefield control, Glitterdust, Create Pit, Stinking Cloud.

You aren't Human or Half Elf so you cannot take advantage of Paragon Surge or the extra spells known FCB. That will severely limit your available spells known. I recommend looking to pick up a Mnemonic Vestment and some utility scrolls along with Pages of Spell Knowledge for low level spells to round out your selection.


Also finally the Elemental Bloodline ability is very different to the Elemental Spell feat. It does actually change the descriptor of the spell.

On the subject of bloodlines if you want one which provides much the same flavour but has far better bloodline spells then have a look at Efreeti.


Dealing with your build, notice that trait bonuses as a general rule do not stack. Were I your GM, I wouldn't let you pick Magical Lineage (Fireball) and Metamagic Master (Fireball) to have a 2 level discount on the final adjusted level. Personally, I'd go with Magical Lineage and Lore Seeker (+1 CL to three spell, your choice). Together with spell specialization you're firing 10d6 fireballs @7th level. At 8th level you can use Empower Spell to throw a 15d6 fireball


So much good advice already, so much to ponder and mull over! :D

strayshift wrote:
Intensify spell is pretty key here also, more important for a blaster than elemental focus I feel.

I agree on the importance of Intensify, I'm just not sure if I'll be getting it via the feat or a rod specifically. Elemental metamagic is also drawing my attention for the same slot.

[quote=]Take a long hard look at Tattooed (Varisian) Sorcerer archetype.
Free Spell Focus.
+1 Caster level with School
Gain a familiar that cannot be killed (stays as a tattoo) and still grants you the familiar bonus.
Drop your Ifrit Fire resistance since you gain a superior form via your bloodline. Replace it with Wildfire heart for +4 Init.

I'd looked at the tattooed archetype, I didn't realize it gave a free spell focus. The main reason I wasn't going with it was because I lost my 7th level bloodline feat, which I didn't want to lose.

We're on the same page as far as the Wildfire heart :)

Antariuk wrote:
Persistent Spell - what for at 5th level? You can only use it for 1st level spells at 6th-8th level, so unless you have a specific strategy in mind I'd really skip this until you have enough spell levels to make it useful.

The idea was to use it on fireballs via magical lineage and metamagic master, forcing double saves at 5th level seemed like a solid choice. The same logic applies to the use of empower at 7th lvl.

andreww wrote:
On the subject of bloodlines if you want one which provides much the same flavour but has far better bloodline spells then have a look at Efreeti.

I'd been considering it actually, I hadn't made the choice to switch because I liked the idea of giving some big baddie fire vulnerability via Elemental Blast. I'll consider it more heavily though.

andreww wrote:
Your feats look fine although as mentioned I would pick up elemental spell, probably instead of elemental focus. I might try and fit in Greater Spell Penetration or take some SR: No damaging spells to attach Dazing to. Acid Arrow, Ice Spears and Acid or Hungry Pit are interesting options.

Good thoughts, I'll be changing out elemental focus, the consensus seems to be universal that it should go bye bye.

Zhelgadis Graywords wrote:
Dealing with your build, notice that trait bonuses as a general rule do not stack. Were I your GM, I wouldn't let you pick Magical Lineage (Fireball) and Metamagic Master (Fireball) to have a 2 level discount on the final adjusted level.

Normally I'd agree, but they aren't really bonus's and are generally considered to stack, but they can't reduce a spell to lower then its base spell level. The consensus online seems to agree, this thread holds more info in that. For quick clarification, when I say metamagic master I'm referring to wayang spellhunter.

If you're running PFS scenarios you might run into issues with not allowing it, but for your home games, well, your game your rules :)

I've never seen Lore Seeker before, what's the source material for it?


Same thematic style of build, but different implementation.

http://paizo.com/people/ZelimKurlian#newPost

My feat plans are:

Traits: Magical Lineage (Acid Arrow), Highlander

Feat: Diehard (got Endurance from an alternate race trait. Diehard is awesome for casters, because they can still be effective with only a standard or move action.
Bloodline Ability: Took the Orc Bloodline ability, because with my bloodline abilities and FCB, turning Ray of Frost into Ray of Fire outproduces the Ray of Fire bloodline ability, and buffing the fighter in front of me is ALWAYS good.
Spells: Snowball/Little Fireball of Staggering
2nd: Oh. A cantrip. Maybe I'll finally learn Detect Magic. +1 damage from FCB when doing fire spells.
3rd: Mage Armor. Enlarge Person. Efreeti Fire Resistances. Feat: Extend Spell.
4th: +1 to DEX, 2nd level spell slots, no spell known, guess Extended Mage Armor it will be.
5th: Acid Arrow, Bull's Strength, Vanish Buffs are always good. Feat: Spontaneous Metafocus: Acid Arrow. Extended Acid Arrow is now a Standard action, doing 2d4+2 Acid or 2d4+4 Fire for 4 rounds.
6th: 3rd level spell slot, no spell known, probably buying a Page of Spell Knowledge for Heroism or Haste. Extended Acid Arrow is 2d4+5 Fire for 6 rounds.
7th: Improved Initiative, Empower Spell. Haste, Fireball (bloodline), See Invisible, Liberating Command
8th: 4th level spell slot, no spell known, Extended Empowered Acid Arrow is a 4th level spell for me, doing (2d4+6)*1.5 Fire for 6 rounds
9th: No idea on feats, Shocking Image, Wall of Fire (bloodline), Fly, Blur
10th: 5th level spell slot, no spell known, Empowered Fireball is (10d6+15)*1.5 for that 5th level slot. Ought to do nicely.
11th: No idea on feats, no idea on spells to take. This will be years away in PFS for me due to having played most scenarios.

If I were playing an Ifrit, I'd be tempted by the Efreeti bloodline over Primal Elemental, but I can see why you're taking it. Sad that racial and bloodline energy resistances don't stack.

I also feel that Wayang Spellhunter and Magical Lineage is layering on two slices of cheese when one will do. It's technically legal, but...why? The goal is to make an interesting character, not break the game. :)

If this is for PFS, Lore Seeker is not legal - the only Campaign traits allowed are the ones in the PFS Org Play guide.


Boosting caster level with magic items and feats like varisian tattoo (mage's tattoo) and spell specialization are super useful for blasters. you get extra damage dice and can penetrate spell resistance better.

Try to keep only one blast per level, and use the rest on the good control, buff, and utility spells. BBEGs have a nasty habit of shrugging off blasts.

I recommend burning hands until level 6 and then replace it with magic missile when you get fireball.
For a fire build, the second level spell frost fall has been invaluable for low level fire immunes and it wrecks casters.
false life is a good spell to buffer your hps and lasts all day. I don't know why guides don't rank it higher. It saves my bacon more than mage armor.
a lesser metamagic rod of quicken isn't affordable until mid levels, but is super useful. You can drop a fireball on your enemies and a haste on your allies in the same turn, and it saves your higher level slots.
deathwatch glasses from the ultimate equipment guide pair well with magic missile and are cheap. You'll never miss an opportunity to gun down a powerful monster with 2 hp left getting ready to full attack your buddy with a first level spell again.

For arms and armor, I'm a fan of a mithril buckler, a cestus, and a haramaki. They end up being receptacles for enchantments, like dueling.

Is the elemental alt bloodline primal up for taking? the +1 damage dice is really good imo.


Vastlyapparent wrote:


Antariuk wrote:
Persistent Spell - what for at 5th level? You can only use it for 1st level spells at 6th-8th level, so unless you have a specific strategy in mind I'd really skip this until you have enough spell levels to make it useful.

The idea was to use it on fireballs via magical lineage and metamagic master, forcing double saves at 5th level seemed like a solid choice. The same logic applies to the use of empower at 7th lvl.

I think Persistent Spell is not a big deal for a blaster type. Blasts do half damage anyway even if saving throw succeeds (save for Evading foes), I think that damage-increasing feats are a better use of your feat slots.

Vastlyapparent wrote:
Normally I'd agree, but they aren't really bonus's and are generally considered to stack, but they can't reduce a spell to lower then its base spell level. The consensus online seems to agree, this thread holds more info in that. For quick clarification, when I say metamagic master I'm referring to wayang spellhunter.

I don't think letting these traits stack is really a problem, however the traits rule says:

APG wrote:
they're intended to give player characters a slight edge, not a secret backdoor way to focus all of a character's traits on one type of bonus and thus gain an unseemly advantage

All of this IMHO, of course ... ;)

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