sorcerer feats


Advice


this is technically a mix of advice and rules, but I feel like it isn't out of place here, basically I'm building a sorcerer, and my character using and creation knowledge is limited, ive been a GM much more than a PC and haven't ever had to GM for a sorcerer or really any spellcasters, therefore magic stuff can go over my head sometimes, such as what ive run into now, I'm building a human sorcerer, going instantly into level 3, and I'm kinda looking to build the blasting kind of sorcerer, and from what ive seen online, popular feats for this are spell focus into spell specialization, and eventually intensified spell, but upon reading both spell specialization and intensified spell, I get kinda confused on exactly what they modify, so as for the rules part, in regards to these, what gets buffed, what doesn't?

Then for advice, is there any feats beyond these you all recommend? looking for anything to help my character stay alive and be good in combat, not looking for a tricky sorcerer

also id like to know items I should be going after, cause originally I was thinking magic based armor items, but these seem to become almost useless if you use a spell that has a greater bonus, so is there any recommended items that I should be going after that spells definitely cant be better at accomplishing their bonuses?

also take note I'm not using an archtype and my bloodline is draconic electricity


One of your free spells is going to be mage armor, so I wouldn't bother spending anything there for a long while. and you'll get natural armor bumps as you level.

Intensified spell is something you pick up to extend the level caps of spells like shocking grasp and lightning bolt past 5 and 10 respectively, specialised spell ups the damage of the specific spell you get it for. So you can use it on shocking grasp and use that to pump up the damage on a claw strike.

Your main defensive spells to pick from should consider shield, mirror image, displacement. Since you're a sorcerer, you should be able to cast most of your spells from dragon form once you get that. If you want to mix it up in melee, consider the Dragon Disciple PrC, if you want to mainly be a ranged caster, stay straight sorcerer.


He who goes first wins. Therefore take Noble scion of war at first level. For a charisma based caster it is far better than improved initiative, which may not be a bad second feat.

Later on versatile spontenaity is an excellent choice to round out the spells you can cast.


Also blasting depends on save so increasing your DCs through feats is not a bad choice. Eventually you will be dealing with SR. Spell Penetration and Greater Spell penetration are good at 9 and 11 ish.


Drahliana Moonrunner wrote:

One of your free spells is going to be mage armor, so I wouldn't bother spending anything there for a long while. and you'll get natural armor bumps as you level.

Intensified spell is something you pick up to extend the level caps of spells like shocking grasp and lightning bolt past 5 and 10 respectively, specialised spell ups the damage of the specific spell you get it for. So you can use it on shocking grasp and use that to pump up the damage on a claw strike.

Your main defensive spells to pick from should consider shield, mirror image, displacement. Since you're a sorcerer, you should be able to cast most of your spells from dragon form once you get that. If you want to mix it up in melee, consider the Dragon Disciple PrC, if you want to mainly be a ranged caster, stay straight sorcerer.

so intensified spell is increasing the number of dice you use, and only if you are already maxed out, meaning shocking grasp goes from 5d6 to 10d6, but only once 5th level or higher?

and sadly I need more explanation on what you mean on specialized spell, like if I took it in magic missle at level 3, does that mean the only change is 3 missles instead of 2? and thus shocking grasp would be 5d6 at level 3 if I took it in that, and how would that up my damage on claw strike?


anyone can answer the new questions, not just the previous guy >.>


Intensifies spell increases the level cap that a spell has. Shocking grasp say 1d6 per CL max 5d6, well this increases the cap to 10d6. This doesn't change your CL at all, so if you're only CL4 you do 4d6, if you intensify you still do 4d6. If you're at CL 6 normally you do 5d6, intensified you'd do 6d6.

Spell Specialization increases your Caster level of the spell by 2, and every so often you can change which spell is your specialized spell.
So whatever increasing your caster level by 2 does is what it does for the spell.
So shocking grasp that does 1d6 per CL would count as a CL 2 higher than your normal so yes you'd do 5d6 if you had CL 3.

I'm not sure what you mean by "claw strike"

Dark Archive

Also consider Merciful Spell. This lets you change your damaging spells to non-lethal damage without altering the effective spell level. Very handy when you need to take someone alive, but all your options are "energy bolt to the face". Maximize and Empower are good options too. Personally, I favor empower more then maximize. If the campaign deals with aquatic creatures and underwater stuff a lot, consider the Aquatic Spell feat too. And of course, if you like summoning spells then Improved Summoning is a good feat as well.


Chess Pwn wrote:

Intensifies spell increases the level cap that a spell has. Shocking grasp say 1d6 per CL max 5d6, well this increases the cap to 10d6. This doesn't change your CL at all, so if you're only CL4 you do 4d6, if you intensify you still do 4d6. If you're at CL 6 normally you do 5d6, intensified you'd do 6d6.

Spell Specialization increases your Caster level of the spell by 2, and every so often you can change which spell is your specialized spell.
So whatever increasing your caster level by 2 does is what it does for the spell.
So shocking grasp that does 1d6 per CL would count as a CL 2 higher than your normal so yes you'd do 5d6 if you had CL 3.

I'm not sure what you mean by "claw strike"

I assumed he meant the claw strike I get with having draconic bloodline, but I don't think it says anywhere about being able to pump it, so his comment about using shocking grasp after its been specialized to power my claw strike, confused me

Dark Archive

Improved natural Attack will raise the damage of your bite or claw attacks.


Kahel Stormbender wrote:
Improved natural Attack will raise the damage of your bite or claw attacks.

but what does that have to do with shocking grasp and specialized spell?

Dark Archive

Magic Fang spell, I think. Which you could chose as a specialized spell and cast on your claws? Specifically the Greater Magic Fang spell, which has a scaling enhancement bonus.

Scarab Sages

If you cast Shocking Grasp and hold the charge, on your next round you can make a claw attack. If that claw attack hits, then it will deal claw damage plus Shocking Grasp damage. That's what he meant.

In practice, generally you'll just want to go ahead and deliver the shocking grasp as a touch attack in the round that you cast it, though. But it f you miss and end up holding the charge for the next round, then you could full attack with claws, and if one of them hits, it will also deliver the Shocking Grasp.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / sorcerer feats All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice