The sorcerer that punches u in the face! Need assist


Advice

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Cap. Darling wrote:

Unless you use the retraining rules taking all the polymorph spells on a sorcerer is gonna feel like a waste. But if you do i suggest the abherrent bloodlineline, for some durabilite. Stay sorcerer all the way to get bigger and better spells faster.

Take a longspear until your defenses are a bit better like when you get mirror image.
If you dont use the retraining rules look at the transmutation specialist wizard instead.

This is why actual sorcerer levels are a good thing. You get to retrain a spell for free each level. You should not need to know any more than 1 or 2 polymorph spells at any time.


Renegadeshepherd wrote:
Diminutive Titan wrote:

What kind of stats does your character have? Rolled? 10/15/20/25 point buy?

This might be a big deal to you, because when you specifically build a sorcerer in a way it is not usually built, you may find you need some more high ability scores because you're going into melee.

If you're going for the dragon disciple route, than I recommend upping your Str, Dex and Con as much as you can, and have a bit lower Cha than usual (probably at least Con, and either Str or Dex). And always take +1 hp as your favored class bonus for all your sorcerer levels. It's also probably a good idea to consider taking the Toughness/Dodge/Mobility/Combat Casting feats.

Since you'll have a lower Cha to compensate for having higher physical stats, you should try to focus on spells that don't rely on high Cha like spells that don't have saves... such as buffs, polymorphs, and touch attacks.

I'm absolutely not saying this can't be done otherwise, btw. The boys here have provided some interesting options. Personally I've played an Aberrant sorcerer for a while and I absolutely loved it! Melee sorcerer is always a risky business but it's huge fun and makes your GM and party members drop their jaws in awe regularly.

At this time, this is purely prep and research. However, I'm planning on 20 or rolled since that is how all my groups play. I'm going to use 20 pt but as a baseline for the sake of discussion. I agree with ur conclusions that ill not be having the luxury of high DCs.

Edit: wraith strike, y would u be dying in melee? Obviously ur squishy, but once u hit ur stride and have 30-40 strength u can potentially do more damage than the primary "fighter". Do u value the defense so low that u won't survive long enough to deal said damage?

1. Some of that will come from buffs and that wont always be an option.

2. The ability to do damage comes more from your attack roll, than your actual damage. You wont hit as much so you wont do as much damage, and it won't take too many full attacks to kill you. You also have to live long enough to be able to do 30-40 points of damage, and that is before we count DR, and monsters such as elementals that are tougher than normal in melee combat compared to other melee types.

So like I said this is not going to end well unless the GM is being nice. I really don't see you DPR'ing a fighter unless it is a poorly made fighter.


He dosent need the DPR of a figther to be viable. With a 20 point but he Can have 16 in str and cha and 14 in dex and con as a versatile human. Grapping combat reflexes at level 1 and using a long spear. Pehaps craft wonderous at 3 and improved unarmed at 5 if he isent gonna be tranaforming at every battle at that point.
Boosting Str with levels and having some battlefield control and buff to use when melee is a bad Call Can be a fun and effective sorcerer i Think.


Wraith strike raises a valid point on damage. At level 20 what can a front liner martial build reasonable produce in damage in a single round? I was once told a good rule of thumb is 200.

Can someone figure up what u could nova reliably? Assuming level 20 and a strength 50 with drafon ferocity ur already at +30 damage per hit and +20 to hit without any BAB or dice roll. If u add in a quickened melee touch spell, claws, and max number of attacks what we add up to? I'm too tired to do all the work but I think u could reasonably get it close to that 200 threshold and still have have spells left over. Plus I could just fly away ;)


S: 18 D: 14 C: 14 I: 8 W: 8 Ch: 14 (20 pt demon-spawn tiefling)

Tiefling
- +2 CHA for sorcerer abilities for Abyssal bloodline
- +1 claws usage per day for FCB
- Alternative Racial Trait: Maw

Abyssal Bloodline
- 3+CHA uses of claws per day
- later levels... inherent strength bonuses

Traits:
- Reactionary (+2 Init)

Feats:
Toughness (1st)
Improved Initiative (3rd)
Arcane Strike (5th)
Power Attack (sorcerer 7)

Spells:
1st: Mage Armor, Shield
2nd: Bull's Strength, False Life
3rd: Monstrous Physique I (or Beast Shape I), Ablative Armor
4th: Monstrous Physique II (or Beast Shape II), Stoneskin

**************

Make a base assumption that you can cast no more than one buff spell to start a combat. Any more than that and you'll be creating to large of a boot strap phase to get going in a combat.

This presentation limits itself to 3 natural attack forms at most. There are forms that give more natural attacks (giant octopus craziness), which will be left to the whim of the user.

At level 1: 18 STR base

- Pre-Combat Spells: Mage Armor
- Combat Spell: Shield

+4 bite (1d6+4)
+4 claw(1d4+4)
+4 claw (1d4+4)

At level 4: 23 STR = 19 base + 4 Bull's Strength

- Pre-Combat Spells: Mage Armor, False Life
- Combat Spell: Bull's Strength for +4 enhancement bonus STR

+8 bite (1d6+6)
+8 claw(1d4+6)
+8 claw (1d4+6)

At level 6: 23 STR = 19 base + 2 size + 2 enhancement

- Pre-Combat Spells: Mage Armor, False Life, Ablative Armor
- Combat Spell: Beast Shape I (leopard) and +2 size bonus STR
- Belt of STR +2

+9 bite (1d6+8)
+9 claw(1d4+8)
+9 claw (1d4+8)

At level 8: 26 STR = 20 base + 4 size + 2 enhancement

- Pre-Combat Spells: Mage Armor, False Life, Ablative Armor, Stoneskin
- Combat Spell: Monstrous Physique II (troll)
- Belt of STR +2, Amulet of Might Fists +1
- Power Attack as needed

+12 bite (1d8+11)
+12 claw(1d6+11)
+12 claw (1d6+11)

At level 10: 30 STR = 20 base + 4 size + 4 enhancement + 2 inherent

- Pre-Combat Spells: Mage Armor, False Life, Ablative Armor, Stoneskin
- Combat Spell: Monstrous Physique II (troll), Quickened Shield
- Belt of STR +4, Amulet of Might Fists +1
- Power Attack as needed

+15 bite (1d8+14)
+15 claw (1d6+14)
+15 claw (1d6+14)

**********************************

The above build, at level 10, uses 2x 1st, 1x 2nd, 1x 3rd, and 1x 4th spells known. The sorcerer still has 3x 1st, 3x 2nd, 2x 3rd, 1x 4th, and 1x 5th spells known to create extra specialties as desired.

A straight weapon damage character will do more damage. They should afterall as the sorcerer still has all those spells to utilize.


EvilPaladin's suggestions are good. I'd through in crossblooded sorcerer as well. With eldritch heritage this will allow you to have Orc, Abyssal and Dragon bloodlines. I would also go with 4 levels of Dragon Deciple.

9th level spells only matter if the character is going to get to 20th level anyway. Even then it comes down to personal preferance like was said. IMO, for a gish type like this (even a gish that is mostly caster) I say screw 9th level spells. They wont really lend themselves to this type of build anyway.

Rory's calculations are lowballing it by a long shot, IMO, if you include those things along with the strength boosts they give.

Shadow Lodge

FiddlersGreen wrote:
Cap. Darling wrote:

Unless you use the retraining rules taking all the polymorph spells on a sorcerer is gonna feel like a waste. But if you do i suggest the abherrent bloodlineline, for some durabilite. Stay sorcerer all the way to get bigger and better spells faster.

Take a longspear until your defenses are a bit better like when you get mirror image.
If you dont use the retraining rules look at the transmutation specialist wizard instead.
This is why actual sorcerer levels are a good thing. You get to retrain a spell for free each level. You should not need to know any more than 1 or 2 polymorph spells at any time.

i would disagree with that completely, you should know the best version of each polymorph spell as each one brings its own utility to the character. you should also know atleast one other polymorph spell per level you can cast for an emergency back up casting.

the only exception to this is if you are a half elf sorcerer, since they gain paragon surge as a spell.

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