Advice on enchant sorcerer? (PFS)


Advice

Liberty's Edge

Building a number of characters atm, upcoming events may require it. The one I am currently working on is a Kitsune sorcerer with fey blood, and I noticed that enchant DCs for such a sorc are really high off the bat.

What should I focus on for my ability score? I was thinking 18 charisma, at the very least. This costs ten points. Kitsune also get a +2 in dex, which is helpful for a sorcerer's AC. How should I spend my remaining 10 points?
Currently thinking 9, 16, 10, 12, 12, 18.

For my 1st level perk, I was torn between a combat-aiding perk or the ability to go around disguised easily with realistic likeness. Are there any traits that would help increase my DCs for enchantments? Either that or some increase to allow me to better use the social aspect of my character.

Lastly, I need some really good first level enchants or generally good spells. I was thinking hypnotize at the very least, and color spray looks amazing. Thoughts, suggestions?

Silver Crusade Contributor

Your abilities look well-balanced, mostly. I'd get some more Con, probably at the expense of Str and Wis.

The Among Humans trait from the recent Dirty Tactics Toolbox gives you Disguise as a class skill (in addition to a bonus to pass for human in your human form).

Check out this trait. Setting it to charm person would be a good idea - that spell stays useful as you level.

I'd avoid combat-related feats - leave that to allies or enchanted subjects. Consider Spell Focus (enchantment) or Realistic Likeness.

I'd avoid hypnotism, as it can be easily spoiled. Do not pass up charm person. For a second spell, color spray is all right. It's an illusion, though. Check out sleep. It gets both your racial DC bonus and the fey bloodline arcana, for a total DC of 18 at 1st level.

Thoughts? ^_^

Liberty's Edge

Running 8, 16, 10, 12, 12, 19 now. Really love the idea of grabbing Among Humans, but I would have to buy that pdf as well to make it legal. Still, the more options the better.

Domineering is a trait that really fits my character's backstory and general attitude, so that fits better than I could have imagined.

Thinking about keeping realistic likeness, because of how unbelievable it is as a racial feat. I get extra spells based off of my charisma, so my level 1 spell list is 3 rather than 2. Color spray seemed to me like it had the potential to be one of the best spells at level 1 in general, given it's range, multi-target ability, and effectiveness. I went sleep, charm person, and vocal alteration in the end though because of the implications of being able to disguise myself as someone and sound like them as well, at level 1.

Silver Crusade Contributor

Note that a high ability score does not increase your spells known - only your spells per day.

The Realistic Likeness effect should provide similar vocal qualities; the vocal alteration spell shouldn't be necessary.

Liberty's Edge

Kalindlara wrote:

Note that a high ability score does not increase your spells known - only your spells per day.

The Realistic Likeness effect should provide similar vocal qualities; the vocal alteration spell shouldn't be necessary.

Excellent information, Thanks again. Any advice on spells I should take as I level? Or, more importantly, feats I should take as I level?

Silver Crusade Contributor

For spells, start by looking for the compulsion descriptor, since that's what fey benefits. Once you've got 3rd-level spells, for example, deep slumber, hold person, and suggestion are all contenders.

You'll want a way to deal with situations where your enchantment spells don't work. Undead, constructs, and various other creatures are immune to mind-affecting spells. Consider a few damaging spells for those situations - magic missile is a decent fallback option.

Alternatively, you could consider a bloodline switch...

Bloodlines:
-The infernal bloodline benefits charms the way fey does compulsions. It also gives you a strong reason to learn infernal healing, one of the only sorcerer spells to grant healing. You'll need the Inner Sea World Guide for that spell, though.

-The undead bloodline (from the CRB), the serpentine bloodline (from the APG), and a few more obscure bloodlines let you use mind-affecting spells on creatures of other types as though they were humanoids. In the undead bloodline's case, this should get around their innate immunity.

Do what you feel is best for your character concept, though - fey is most thematically relevant, and pretty strong besides.

Thoughts?

Liberty's Edge

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Kalindlara wrote:

For spells, start by looking for the compulsion descriptor, since that's what fey benefits. Once you've got 3rd-level spells, for example, deep slumber, hold person, and suggestion are all contenders.

You'll want a way to deal with situations where your enchantment spells don't work. Undead, constructs, and various other creatures are immune to mind-affecting spells. Consider a few damaging spells for those situations - magic missile is a decent fallback option.

Alternatively, you could consider a bloodline switch...

Thoughts?

Was going to go infernal when making the character, initially. I'll have to look over the others to see if they fit who I've defined as "me".


Threnodic Spell might be worth investing in, or perhaps pick up a rod of it.

Edit: Ugh, I just noticed the prerequisites. Back when I played an Enchanter, it was Spell Focus (Enchantment).

Liberty's Edge

It looks like neither the serpentine or undead bloodlines really fit. I think I should definitely go infernal, though.

Going persistent spell level 3, level 2 thinking toughness to circumvent the need to add hp to class every level.

Umbral Reaver wrote:

Threnodic Spell might be worth investing in, or perhaps pick up a rod of it.

Edit: Ugh, I just noticed the prerequisites. Back when I played an Enchanter, it was Spell Focus (Enchantment).

Still should be, imo. It's too much investment for an enchanter, and too little benefit for a non-enchantment focused necromancer.


Spell Focus (Enchantment) & Greater Spell Focus, Persistent Spell, Piercing Spell & Extend Spell for starters.

I also ensured I was good at buffing/utility as a lot of enemies are enchantment immune so I could still contribute. With enchantment you don't need an attack spell every level if you have good metamagics so you are able to broaden your spell selection to give you a secondary role.

Liberty's Edge

strayshift wrote:

Spell Focus (Enchantment) & Greater Spell Focus, Persistent Spell, Piercing Spell & Extend Spell for starters.

I also ensured I was good at buffing/utility as a lot of enemies are enchantment immune so I could still contribute. With enchantment you don't need an attack spell every level if you have good metamagics so you are able to broaden your spell selection to give you a secondary role.

Brilliant, what spells do you suggest for buffing specifically? I can think of a few utility spells, but not many buffs. Haste @ level 4 (?), and enlarge person for buffs, color spray for conical debuffs.

Silver Crusade Contributor

Haste is a 3rd-level spell for you, so level 6. Definitely pick it up. Consider heroism as well. Enlarge person isn't best for all characters, since it prioritizes Strength so highly.

Liberty's Edge

Kalindlara wrote:
Haste is a 3rd-level spell for you, so level 6. Definitely pick it up. Consider heroism as well. Enlarge person isn't best for all characters, since it prioritizes Strength so highly.

My group nearly always has a barbarian, so enlarge person has become very useful in most encounters.

Haste is a must-have, I think. I would probably take it on any character it is available to.

Silver Crusade Contributor

Then, yes, enlarge person is a good pick. ^_^

+1 to always taking haste.

Liberty's Edge

Remind me the specific effects of Among Humans? I can't find it (without purchasing it) and want to know more.

Silver Crusade Contributor

It's just as I said earlier - a +2 bonus to Disguise checks to pass as human in your "true" human form, and Disguise becomes a class skill. That's all of the rules content. ^_^


You could take the Crossblooded Archetype and grab both Fey and Infernal. The Bloodline Arcanas would give you a +2 bonus on spell DC's for both Compulsion AND Charm subschools. Could also be a fairly flavorful mixture of Bloodlines.

Silver Crusade Contributor

This is very true. Note that this will delay the rate at which you gain new spells, however; you'll gain your first spell of a new level 2 levels behind a wizard. (You'll gain spells per day of the level, however, which can be used on lower-level spells.)

Be aware, and consider carefully. ^_^

Liberty's Edge

Cuup wrote:
You could take the Crossblooded Archetype and grab both Fey and Infernal. The Bloodline Arcanas would give you a +2 bonus on spell DC's for both Compulsion AND Charm subschools. Could also be a fairly flavorful mixture of Bloodlines.

Without eschew materials I have no idea how to use spells with material components. Assuming I did, I don't like the inconvenience of having to hold onto them. I also don't know how well my imagined background would work without a primary focus on a single bloodline, given that it's kind of dependent on that aspect.

Thanks for the suggestion though!

Silver Crusade Contributor

Material components are really simple - you just need a spell component pouch on your body. That's pretty much it. ^_^

Liberty's Edge

Kalindlara wrote:
Material components are really simple - you just need a spell component pouch on your body. That's pretty much it. ^_^

Do you, uh, get to pretend you have infinite components for spells? For rare or expensive components, do you assume you have them?

Silver Crusade Contributor

CN_Minus wrote:
Kalindlara wrote:
Material components are really simple - you just need a spell component pouch on your body. That's pretty much it. ^_^
Do you, uh, get to pretend you have infinite components for spells? For rare or expensive components, do you assume you have them?

As long as you have an intact pouch, you are considered to have any component without a specified cost, in infinite supply. (I guess it's assumed you refill it in towns or on your travels.)

Anything with a specific cost must be tracked separately. If you have Eschew Materials, you don't need the pouch - or any component costing 1 gp or less. Beyond that, or if you don't have Eschew Materials, components must be bought and paid for.

There's a rather infamous spell called blood money that acts as a workaround to this, but it's in a very expensive source (appropriate for a spell associated with the sin of Greed). I wouldn't worry about that any time soon.


The buffs that have been said are solid. Thing like heroism, fly, darkvision and so forth. A trawl through the transmutation school and knowing what the rest of your party are will point to obvious ones.

Also have an anti-swarm spell and one or two blasts like magic missile.

Shadow Lodge

My Kitsune fey sorcerer has gotten a lot of mileage out of Glitterdust and Create Pit in PFS. Control can be really effective when you have a high casting stat mod and the ability to spam.

In early levels, I got by with Burning Hands and Vanish, maybe a Magic Missile here and there.

I highly recommend Page of Spell Knowledge, especially for level 1 spells. It's a great value.

Definitely agree with Haste. That makes everyone happy.

As far as Enchantments, I suggest keeping them limited to one spell known per spell level. Choose carefully to avoid overlapping/duplicating spell effects.

I'm looking forward to Confusion and Feeblemind, eventually.

Liberty's Edge

Tomos wrote:

My Kitsune fey sorcerer has gotten a lot of mileage out of Glitterdust and Create Pit in PFS. Control can be really effective when you have a high casting stat mod and the ability to spam.

In early levels, I got by with Burning Hands and Vanish, maybe a Magic Missile here and there.

I highly recommend Page of Spell Knowledge, especially for level 1 spells. It's a great value.

Definitely agree with Haste. That makes everyone happy.

As far as Enchantments, I suggest keeping them limited to one spell known per spell level. Choose carefully to avoid overlapping/duplicating spell effects.

I'm looking forward to Confusion and Feeblemind, eventually.

Thanks for the information, you're the second to recommend Create Pit. Looked up page of spell knowledge, does that only grant a single spell once or is it repeatable?

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