Sorcerer Build


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Scarab Sages

This is my 1st campaign character in Pathfinder. I have done my best to read as much as possible about character creation especially wizards and sorcerers.

Take a look at my sorcerer and let me know how to improve the build. MY goal is to be able to do fire damage with the elemental bloodline. I read that arcane is a better bloodline but I don't want my fire spells to become immune.

My strategy is normally to be as far away from the bad guys as possible. Touch spells are not very appealing to me.

Human (Vudrani) Sorcerer 1
Neutral Good
Scarab Sages Faction
Init +3; Senses Perception +2
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DEFENSE
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AC 13, touch 13, flat-footed 10. . (+3 Dex)
HP 8
Fort +1, Ref +3, Will +2
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OFFENSE
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Spd 30 ft.
Sorcerer Spells Known (CL 1, -2 melee touch, +2 ranged touch):
1 (5/day) Magic Missile, Grease
0 (at will) Light, Ray of frost, Detect Magic, Resistance
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STATISTICS
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Str 7, Dex 16, Con 12, Int 12, Wis 10, Cha 18
Base Atk +0; CMB -2; CMD 10
Feats: Spell Focus: Evocation, Eschew Materials, Intensify Spell
Traits: Reactionary, Dangerously curious
Skills: Bluff +9, Climb +1, Knowledge: Arcana +4, Perception +2, Sense Motive +2, Spellcraft +4
Languages: Common, Vudrani, Draconic

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SPECIAL ABILITIES
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Bloodline: Elemental (Air)
Skills: Diplomacy, Know Arcana, Spellcraft, Use Magic Device
Elemental Ray (1d6 electricity 7/day) (Sp)


The feat Intensify Spell is a wasted feat until later in your career. You won't get much (or any) use out of it until after 5th the way you are currently built. You could take it at 5th (maybe) and advance your level 3 and level 5 feat picks up by two levels.

The trait Dangerously Curious is wasted. Sorcerers already get Use Magical Device as a class skill. A good trait to get instead would be magical lineage, picking a signature spell for the future.

Take a look at my sorcerer and let me know how to improve the build. MY goal is to be able to do fire damage with the elemental bloodline. I read that arcane is a better bloodline but I don't want my fire spells to become immune.

The first thing I would do is suggest picking a fire elemental bloodline to make it fire instead of electricity. The second might be to look at Ultimate Magic for the primal version of the elemental bloodline. That would give you a neat fire attack (close range) at level 1 as well as give you +1 damage per die for fire spells to overcome more fire resistance in the future.

As for a signature spell, fire type, I will suggest picking one of two.

The first is Scorching Ray, as you are built DEX heavy, meaning better to hit than normal. Point Blank Shot would be a good first level feat to get to go with that. PBS also goes well with the fire ray from the primal bloodline mentioned above as it applies immediately.

The second, and probably the better, is Burning Arc (assuming you have access to the spell... Player Companion: Humans of Golarion). An excellent feat for it is Spell Specialization (which adds +2 to your caster level with that spell). That would mean boost your INT to 13 to start though (you can do this be dropping DEX to 14, which should be sufficient). At 1st level, apply it to your Magic Missle spell (2 missiles at level 1). At 4th level, swap it to Burning Arc and don't look back.

Scarab Sages

I have created a level 7 sorcerer and am uncertain if I am able to save "Sorcerer Favoured Bonus Spell" for when I am able to choose fireball. Have a look at my build and let me know certain points to improve.

My DM has warned us that the campaign will not be easy so to prepare decent RPG and fight worthy capable characters.

Kaya
Male Human sorcerer 7
NG Medium humanoid (human)
Init +4, Senses Perception +0
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DEFENSE
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AC 12, touch 12, flat-footed 10 (+2 Dex, )
hp 42 ((7d6))
Fort +2, Ref +4, Will +5

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OFFENSE
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Speed 30 ft.

Sorcerer Spells Known (CL 7th; concentration +12)
3rd(5/day)-fireball(DC 19), haste(DC 18), dispel magic
2nd(7/day)-blur(DC 17), mirror image(DC ), resist energy(DC 17), scorching ray, invisibility(DC 17)
1st(8/day)-feather fall(DC 16), magic missile, protection from evil(DC 16), shield(DC ), sleep(DC 16), identify
0th(at will)-detect magic, ghost sound(DC 15), light, mage hand, prestidigitation(DC 15), ray of frost, resistance(DC 15)

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TACTICS
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STATISTICS
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Str 7, Dex 14, Con 10, Int 12, Wis 10, Cha 21,
Base Atk +3; CMB +1; CMD 13
Feats Combat Casting, Elemental Spell (Electricity), Empower Spell, Eschew Materials, Intensified Spell, Leadership, Spell Focus (Evocation)
Skills Diplomacy +12, Knowledge (Arcana) +11, Spellcraft +11, Use Magic Device +15,
Traits Magical Lineage (Fireball), Reactionary,
Languages Common, Draconic
SQ arcane bloodline, arcane bond, bloodline arcana, bonded object, bonus feat, bonus sorcerer spell (7x), cantrips, humanoid traits, metamagic adept, skilled, , , , , , ,
Combat Gear
Other Gear 0.0 gp
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SPECIAL ABILITIES
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Arcane Bloodline Your family has always been skilled in the art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice.

Arcane Bond (Su) You have selected to establish a powerful arcane bond with an object.

Bloodline Arcana Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.

Bonded Object Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. When attempting to cast a spell without your bonded object worn or in hand, you must make a concentration check or lose the spell (DC 20 + the spell's level). A ring or amulet occupies the ring or neck slot accordingly.

Bonus Feat Humans select one extra feat at 1st level.

Bonus Sorcerer Spell (7x) Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.

Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Eschew Materials

Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.

Magical Lineage (Fireball) One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two--and you have inherited a fragment of this greatness. When you apply metamagic feats to Fireball, treat its actual level as 1 lower for determining the spell's final adjusted level.

Metamagic Adept (Ex) You can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability 2 times per day.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Sorcerer Spell Level 2


Naughtydread wrote:
I have created a level 7 sorcerer and am uncertain if I am able to save "Sorcerer Favoured Bonus Spell" for when I am able to choose fireball. Have a look at my build and let me know certain points to improve.

- Leaving CON at 10 in a campaign you are forewarned will be tough is a recipe for disaster. Bump it to 14 by taking CHA down a smidge. You don't need that high of a CHA to start.

- You really don't need both Blur and Mirror Image. You'll at most want to spend one action defensive buffing yourself in combat with the rest devoted to doing the sorcerer thing.

- Sleep is past its prime. It is rare to keep it that long. The only thing it is good for is to put some low level guards or whatnot to sleep.

- As this is your first campaign, I'd suggest skipping the feat Leadership to keep things simpler for yourself.

- Per your current spells and feats chosen, you have no use for the feat Intensify spell until level 11. I'd ditch it for something else.

- You cannot save the level 7 FCB bonus spell and pick it at 8th level. It must be picked at 7th, meaning a 2nd level or lower spell.

- Plan for a source for the Mage Armor spell. That's a nice, long lasting, AC boost.

- Consider getting a mithril buckler. It's a "shield bonus" to AC that you don't have to spend a spell on in combat to get.

Scarab Sages

Thanks for the help.

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