Human Sorcerrer Build; need help making the munchkin


Advice


Greetings all and well met!

This is my first time posting here, and anywhere asking for help on a build.

I'm starting up in a new game where most of the characters are quite munchkin-like, but the GM does a great job at keeping everything balanced.

I've always leaned towards the Role-play aspect of RPGs and am not that good at making an uber-strong character. So I ask those of you here who can tweak the builds to offer advice on how to make a nicely powerful human sorcerer.

First, the concept I'm going for (like I said, I focus on the Role of roleplaying and it has already been approved by the GM. Please don't ask me to change it).

My character will be a human sorcerer, trying to redeem his family honor. He didn't become a wizard as his aunt had failed in a great task. He favors both illusion and evocation spells so he can perform with them in traveling shows. (There as a cantrip that functioned as a firework spell somewhere; if anyone can tell me what book that was in, it'd be great.)

I'm thinking of him crafting magic items later on, but that doesn't have to be right away.

I get 25 points to build his stats. While Charisma is the obvious choice, I'm going to have him favor Intelligence (to reflect his fail attempt at wizardry), and at least a bit above average in Strength and Con (to reflect his hearty life-style moving from town to town).

His bonus feat is going to go into Performance (magic shows) as well as a few skill ranks each level. Other skills would include Stealth as well as knowledge (arcana) and spellcraft...maybe Craft (some magic item?)...

Any suggestions?

Sign--
Wacky

Silver Crusade

Well, I don't know how you have going to work with munchkin-likes, but I found for my sorceress focusing on evocation that feats were key at the beginning.

I started with spell focus (evocation) and spell specialization (burning hands). This let me have 3d4 for a first level area of effect, and a terrific swarm stopper. Spell specialization had me starting with an INT of 14, which led to a good amount of skills. Being a tattooed-sorcerer archetype traded in Eschew Materials for Varisian Tattoo (evocation), and that was another caster level at start. As an Arcane Bloodline metamagic is very important, so the Magical Lineage trait would let me use a 1-level metamagic right away.

If roleplaying and family history are very important, I have always wanted to try an Imperious Bloodline from the Advanced Race Guide. Gots to have some ego on the character for that one, though.

This is a good place for looking up spells.


One of the biggest parts about a sorcerer is its bloodline. There are a whole lot of different bloodlines that can offer mechanical advantages but may not be what you are looking for flavor wise. Since the bloodline has to do with family heritage having something like the abyssal bloodline (not what I would suggest for this build but just an example) may be something you want to avoid.

Have you decided on a bloodline or are you looking for one that will maximize your illusion and evocation abilities?

If you aren't sure, the arcane bloodline is strong and fairly general (no strong ties to any outsiders or stuff like that) so that's what I would recommend.

Some other details would be helpful as well. How do you want to play this character? Evocation can be pretty blasty which can be fun and Illusion can do a lot of interesting things. Do you want to focus on the "slight of hands" aspect of traveling performance or the showy fireworks aspect of it?

I like my character's personalities to match how they participate in combat. If you want to play a showy, energetic outgoing person then blasty may be how you want to play. If you feel like playing more of a subtle person perhaps illusion?

Remember as a Sorcerer you don't have opposition schools or anything like that so you want to make sure you know a diverse number of spells even if you like to focus on specific schools.

Oh and what level will you be starting at? (Out of curiosity)


Quote:

If roleplaying and family history are very important, I have always wanted to try an Imperious Bloodline from the Advanced Race Guide. Gots to have some ego on the character for that one, though.

This is a good place for looking up spells.

Kewl! I'll give it a look!

Quote:
Oh and what level will you be starting at? (Out of curiosity)

Oh, I'm sorry--we're starting at 7th level.

I'd want to have a bloodline that favored either illusion or evocation, but not snub one for the other.

Personality-wise, he'd move between setting things up (Illusion stagecraft) then doing something flashy (evocation finish).

Sign--
Wacky


That isn't too far from a good blaster build, you should be fine. Maybe something like this for stats.
Str 12 +1 (2 points)
Dex 14 +2 (5 points)
Con 13 +1 (3 points)
Int 14 +2 (5 points)
Wis 10 +0 (0 points)
Cha 18 +4 (10 points, +2 race)

Illusion is good and Evocation is very good, no problems here. Snapdragon Fireworks is the spell that makes fireworks, but it is level 1. It is from Ultimate Magic if you are looking for it. To perform stage magic you actually use the Sleight of Hand skill not Perform. Child of the Streets is the trait that gives Sleight of Hand as a class skill, you should be fine without Skill Focus.

There are bloodlines and archetypes to consider, but I don't know what you really want here. A Tattooed Sorcerer makes a good evoker because of the free Varisian Tattoo feat, and the familiar tattoo is nice. Crossblooded will give you more arcana at the cost of spells known. Lots of bloodlines have cool powers, you can pick them up with the Eldritch Heritage feat chain if you don't take them, so choose a bloodline for its arcana and spells rather than a cool power you can get anyway.

Liberty's Edge

For a blaster, I would recommend tattooed sorcerer, crossblooded draconic/orc or draconic/elemental bloodline, and the following feats.

Feats
Human 1 - Spell Focus
1 - Spell Specialization
Tatooed Sorcerer 1 - Varisian Tatoo
3 - Greater Spell Focus
5 - Elemental Spell
7 - Empower Spell
bloodline 7 - Improved Initiative
9 - Spell Penetration
11 - Quicken Spell
13 - Greater Spell Penetration
bloodline 13 - Still Spell
15 - Spell Perfection

Spells to use with spell specialization
1st - Burning Hands
2nd - Scorching Ray
3rd - Fireball/Lightning Bolt
4th - Fireball/Lightning Bolt
5th - Cone of Cold
6th - Chain Lightning
7th+ - go crazy!

I also really enjoy the various hand spells (interposing hand etc). Which are fairly high level spells, but very fun and classic evocation.

EDIT: Also, don't forget to really plunder the evocation spell list. There are some gems in there like telekinetic charge which are really great spells and not just direct-damage. The illusion line is great, but you would want your feats will vary if you really want to rely on those illusions (they kinda suck if your opponent notices the illusion part).

Silver Crusade

if you are doing evocation and illusion, look at the spell Shadow Evocation. You have a lot less problem getting the bad guys to believe if you mix real and illusion up.


For ease of use I would build it Human Tattooed Sorcerer (Brass, Gold or Red Draconic) 7
Str 12 +1
Dex 14 +2
Con 13 +1
Int 14 +2
Wis 10 +0
Cha 19 +4
Traits: Child of the Streets, Wayang Spellhunter (Fireball), Magical Lineage (Fireball)
Drawback: Paranoid
Feats: Spell Focus (Evocation), Varisian Tattoo (Evocation), Spell Specialization (Burning Hands, then Scorching Ray at 4th, then Fireball at 6th), Intensified Spell, Heighten Spell, Dazing Spell
Future Feats: Quicken Spell, Selective Spell, Empower Spell, Spell Perfection (Fireball)
The idea here is to pick up feats one level before you need them.
Cantrips: Ray of Frost, Ghost Sound
Level 1: Burning Hands, Magic Missile, Silent Image, Snapdragon Fireworks
Level 2: Flaming Sphere, Scorching Ray, Mirror Image, Invisibility, Blur
Level 3: Fireball, Lightning Bolt, Displacement, Major Image

You get more spells than this but these are the big evocation and illusion spells level 3 and below. I would take spells known for my favored class bonus.


Thanks for the advice all. I'll crunch some numbers and see how it all works with what I want to do.

Thanks again.


Pathfinder Adventure Path Subscriber

Wait...munchkins are small...doesn't that mean gnome or halfling? :)

Since you're going human and apparently evoker...I'd like to pitch the level 2 human-only spell Burning Arc. It's not a sustained ball of fire, but it's good at selective targeting and you don't have to make that pesky attack roll.

Gear-wise I'd recommend:
Metamagic Rod of Selective Spell, Lesser. 3,000 gp and you can plop your fireball almost anywhere 3/day.
For fun, maybe a Goblin Drum too. 2,000 gp, a move action (Perform) and +1/die on fire spells. Maybe something your familiar can do on her turns.

Good luck!


I'd certainly look at the Sage Wildblooded Sorcerer as it is the Arcane Bloodline but with Int as your casting stat.

Regarding your feat & spell choice I think focus on Illusion and in particular shadow magics - this will give you better focus than two schools and also you can do both the things you want from the character.

The Arcane Bloodline has some nice abilities with metamagics and Persistent Spell is a great one for you to enhance the huge versatility you will have.

I'd also talk to the other players in your group and see if there are any buff type spells that they would like once you've gone up a few levels.

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