Seaborn Sorcerer for Skulls & Shackles


Advice


Hello everyone.

In a not-so-distant future me and my group are going to play the Skulls & Shackles AP, and I was thinking about playing a sorcerer. The idea of a "child of the waves" intrigues me, but I don't know how to build it.

The only things I know for sure are that I will take the Seaborn bloodline (the wildblooded version of the aquatic bloodline), that we will use the 20 point buy for stats, and that I will not multiclass/level dip in any other class, nor take any prestige class level (I will be a 20 level sorcerer).

Can you give me any advice?

Thank you for your time.

PS: The group will be most probably be composed of a brawler, an oracle, a rogue, and my sorcerer.

Grand Lodge

There will be parts where you are in water but A good portion of the AP is done on a ship and a few portions on land.

My advice is do not put all your eggs into 1 basket and focus on in water fighting as when your out of the water you will be less effective.

Target Will saves. Consistently throughout the AP Will saves tend to be the common weakness. Against the things immune to mind magic then Reflex can take over. There is actually plenty of Humanoids for Charm/Hold/Dominate Person.


Make sure you have a good diplomacy or bluff. That will stay relevant through the AP. Profession (sailer) for a couple ranks is useful early but gets less useful as things go on.

There's quite a bit of fighting on shipboard, in the water, under water, in cities, and on islands so be prepared.


Ok, but what kind of build should I make? Should I focus on save-or-suck spells, or is it better to go the summoning way, or any other way? Which feats should I take? Any advice on traits (we are allowed 1 Campaign trait, 1 Drawback, and 2 other traits)?

Silver Crusade

Please play a Tattooed Sorcerer. It seems to be done exactly to be a pirate! AArhg!

For the build, well, it depends on you. There are some Bloodlines that scream a particular build, like Fey is perfect for a enchantment build, while Orc/Draconic for a blaster. But Aquatic/Seaborn just gives you a +1 on CL (conditional or not) and a bunch of utility features that don't affect your spellcasting. So it's up to you. In case you chose to pursue the summoning route, I recommend you to take the base Aquatic Bloodline.

For the feats, it depends on the build obviously. But I would consider anyway 3 metamagics and Spell Perfection. The kind of metamagics depend, again, on the build.

Do you have any preferences?


Diaz Ex Machina wrote:
Ok, but what kind of build should I make? Should I focus on save-or-suck spells, or is it better to go the summoning way, or any other way? Which feats should I take? Any advice on traits (we are allowed 1 Campaign trait, 1 Drawback, and 2 other traits)?

A really well-optimized save-or-suck sorcerer will trivialize the campaign. Most of your opponents are humanoids so once you get to Hold Person, you're dominant.

Blasting can be fun in this AP.

For feats, just go with the feats that support your play style. Nothing special for this AP are needed.

Campaign Traits: Ancient Explorer isn't useful until WELL into the AP. Since you're a high Charisma character, Barroom Talespinner may be really useful if you're going to take on the "Face" role.


The save-or-suck sorcerer really intrigues me, but I don't know how to build it.

Also, my Campaign trait will be Buccaneer's Blood (+1 Intimidate and Profession [sailor]).

Grand Lodge

Diaz Ex Machina wrote:

The save-or-suck sorcerer really intrigues me, but I don't know how to build it.

Also, my Campaign trait will be Buccaneer's Blood (+1 Intimidate and Profession [sailor]).

That is very Easy

Core Feats for Save or Die/Suck:

Spell Focus & Greater Spell Focus (Pick the school that interests you.)
Improved Initiative
Persistent Spell (Level 5 or 7)
Quicken spell (Level 13)
Spell Perfection- (Level 15)

Situational:

Heighten Spell- This actually depends on the spells you choose. If you choose wisely this can breath new life into your low level spells.
Spell Penetration- My group is 4 books in (And skipping 1 book due to killing a boss books early) and I have yet to see Spell resistance but when it happens you will appreciate this feat.

Good Picks:
Craft Wondrous Item- Lots of downtime in this campaign to craft and this is one of the best craft feats.
Craft Rod- Another top tier craft feat that you just add +5 to the DC to craft for not having the Meta Magic.

Trait Choices:
Transmuter- +1 CL to transmutations
Magical Lineage- Pick your favorite spell you will be casting.
Reactionary- Going first is most important to you.

Most people will tell you make sure you have a 20 CHA out the gate...I find a 19 after racial is enough and allows more points for other stats. I try not to be overly dumpy.


I would also state tattoo sorc. It's very fun and you don't have to worry about where your familiar is at all times.

Grand Lodge

I have a seaborn sorcerer in af Skulls & Shackles campaign.
Tatooed sorcerer trades out some of the interesting stuff in seaborn so I chose to abandon that idea.
Seaborn are good controllers and summoners (we had a summon so i didn't go that way).
I made him into a surfer using slipstream to create a continous wave.
The trick to pick spells is considering which spells you can use both over and below the waves.
I had lot of usage of airbubble at the low levels and will trade it out when I get waterbreathing.
I can write some more later


I found monkey fish was a key spell

Grand Lodge

My frekvently used spells:
0. Prestidigitation
Message
Detect magic
Detect poison
Ghost sound
1. Color spray
Silent image
Protection from evil
Infernal healing
Air bubble
Charm person
2. Create pit
Slip stream
Glitterdust
Agressiv thundercloud
False life
Protection from arrows
3.Slow
Fly
Aqueous orb
Hydrophobia
4.Dragons breath

I replaced fireball after failing a couple of concentration check to cast it under water.

Feats
Lingering metamagic can give you cover and increase the area of your spell due to the moevment of the ship

Traits
Captains blade to gain acrobatics as class skill which is handy on a ship or when surfing:)


Yeah, maybe a controller/blaster build is more suitable for a character that can actually control the sea.

@*Khan* what other feats would you recommend?

Grand Lodge

You are often scouting alone under water (depending on the other members of your party), so feats and spells to get away/disappear are nice. Unfortunately is invisibility not as effective under water and quite a few predators have blindsense or scent.
I have used mirror image alot and keep still spell as a backup if grapled.

I used two feats to grab eldritch heritage (arcane) and get a parrot familiar. It blends in in a tropical enviroment and is functioning as a flying scout and messenger (talks to much). Unfortunately it got kidnapped and they pulled out its feathers every night to keep my character awake and unable to restore spellslots.

I think just going the regular blaster route with cold spells should work fine. (I chose not to because i find it a bit weird in a tropical setting)
Take Rimespell metamagic early on. Dazing spell later.
Spell specialization is a god early option considering that the requirement of int 13 gives lots of skillpoint and this is a skill heavy AP.

I agree that Craft Wondrous Item is really good in this ap.
Given that you are a sorcerer - crafting is not as easily because of limited spell access and spellcraft is int-based.
Consider crafting first a amulet armillary if your GM lets you.
After that i would go for a Mnemonic vestment and lots of scrolls to make crafting easier and cheaper.

When you own a Mnemonic vestment there are other good spells on scroll:
Track ship (I have a small piece of nearly every vessel we have encountered - so we can find them again..)
Locate object
Shrink item
Resist energy communal


You can't really be Wildblooded with Tattooed Sorcerer. Though, personally I would rather have the tats.


Yeah I'm still going to strongly recommend monkey fish. Climbing and swimming happen a lot as a pirate. You're going to use it well into 12th level.


This is what I've elaborated as of now:

Spoiler:
Teruawa
Male Human (Mwangi) sorcerer 1
N Medium humanoid (human)
Init +6, Senses Perception +0

DEFENSE
AC 11, touch 11, flat-footed 10 (+1 Dex, )
hp 10 ((1d6)+4)
Fort +1, Ref +1, Will +2

OFFENSE
Speed 30 ft.
Melee shortspear -2 (1d6-2)
Ranged shortspear (thrown) +1 (1d6-2)
Melee dagger -2 (1d4-2/19-20)
Ranged dagger (thrown) +1 (1d4-2/19-20)
Ranged acid (flask) +1 (1d6)
Ranged crossbow, light +1 (1d8/19-20)
Special Attacks Water Blast,
Sorcerer Spells Known (CL 1st; concentration +7)
1st(5/day)-color spray(DC 16), silent image(DC 16)
0th(at will)-detect magic, ghost sound(DC 15), light, prestidigitation(DC 15), ray of frost

STATISTICS
Str 7, Dex 13, Con 12, Int 12, Wis 10, Cha 20,
Base Atk +0; CMB -2; CMD 9
Feats Eschew Materials, Improved Initiative, Toughness
Skills Knowledge (Arcana) +5, Profession (Sailor) +7, Spellcraft +5,
Traits Arcane Temper, Buccaneer's Blood,
Languages Aquan, Common, Polyglot
SQ bloodline arcana, bonus feat, bonus sorcerer spell, cantrips, heart of the sea, improved initiative, seaborn (wildblooded aquatic) bloodline,
Combat Gear acid (flask), sunrod; Other Gear shortspear, dagger (2), pirate clothes (basic), backpack, common, bedroll, bolts, crossbow (10) (2), flint and steel, waterskin, crossbow, light, 11.9 gp

Any ideas on what could I change to make it better?

Shadow Lodge

My group is halfway through this campaign.
There has been a lot of great advice so far in this thread, which I encourage you to follow.

After seeing your tentative plan, I think it will be great.

Suggestions:
Change out your spells known to Vanish and Charm Person.

True, Color Spray is powerful at low levels, but you have to get really close to the enemy to use it; it's easy to get surrounded in combat throughout this AP and you don't have the HP to hang out up front.
Silent Image is a strong spell, but it might be difficult to get good use out of it early on.

Vanish is awesome, even at 1st level.
As others have said, you will have plenty of opportunities (in combat and socially) to get good use out of Charm Person.

Your Water Blast power should do great until 3rd level when you get Hydraulic Push (very good in this campaign). Use Water Blast frequently.

Use a light crossbow whenever you can.

Buying 20 Charisma at 1st level is probably too much of a sacrifice.
Try: Str10 Dex12 Con14 Int10 Wis13 Cha18
Put 4th and 8th bonus points into Cha, then 12th into Wis
You don't want a Strength of 7 in this campaign, especially in the early levels.

Grand Lodge

Tomos wrote:

My group is halfway through this campaign.

There has been a lot of great advice so far in this thread, which I encourage you to follow.

After seeing your tentative plan, I think it will be great.

Suggestions:
Change out your spells known to Vanish and Charm Person.

True, Color Spray is powerful at low levels, but you have to get really close to the enemy to use it; it's easy to get surrounded in combat throughout this AP and you don't have the HP to hang out up front.
Silent Image is a strong spell, but it might be difficult to get good use out of it early on.

Vanish is awesome, even at 1st level.
As others have said, you will have plenty of opportunities (in combat and socially) to get good use out of Charm Person.

Your Water Blast power should do great until 3rd level when you get Hydraulic Push (very good in this campaign). Use Water Blast frequently.

Use a light crossbow whenever you can.

Buying 20 Charisma at 1st level is probably too much of a sacrifice.
Try: Str10 Dex12 Con14 Int10 Wis13 Cha18
Put 4th and 8th bonus points into Cha, then 12th into Wis
You don't want a Strength of 7 in this campaign, especially in the early levels.

I agree starting with a 20 Cha is not that great.

A 18 or 19 AFTER racial modifier is more than plenty and will allow you to put points elsewhere.

I recommend Charm person and Monkey Fish (Gaining a climb and Swim speed) at first level as your spells. Climb and Swim are important throughout this entire campaign and in the early levels will be used a LOT. Then you can trade out the Monkey Fish at level 4 for something a bit more useful...But for the first 2 levels you will be making a ton of Climb and Swim checks.

I'm about to end this campaign and skipped 2 books due to smart play and decision making; as well as following every lead that comes our way. My character prefers Poly-morphs now turning into things with a fly or swim speed as needed.


Ok, after reading all your advices I came up with this character:

Teruawa
Male Human (Mwangi) sorcerer 1
N Medium humanoid (human)
Init +6, Senses Perception +1
=================================================
DEFENSE
=================================================
AC 11, touch 11, flat-footed 10 (+1 Dex, )
hp 11 ((1d6)+5)
Fort +2, Ref +1, Will +3
=================================================
OFFENSE
=================================================
Speed 20 ft.
Melee shortspear +0 (1d6)
Ranged shortspear (thrown) +1 (1d6)
Ranged light crossbow +1 (1d8/19-20)
Melee dagger +0 (1d4/19-20)
Ranged dagger (thrown) +1 (1d4/19-20)
Special Attacks Water Blast (7/day)
Sorcerer Spells Known (CL 1st; concentration +6)
1st(4/day)-charm person(DC 15), monkey fish(DC )
0th(at will)-detect magic, ghost sound(DC 14), light, prestidigitation(DC 14), ray of frost
=================================================
STATISTICS
=================================================
Str 10, Dex 12, Con 14, Int 10, Wis 13, Cha 18,
Base Atk +0; CMB +0; CMD 11
Feats Eschew Materials, Improved Initiative, Toughness
Skills Profession (Sailor) +7, Spellcraft +4,
Traits Arcane Temper, Touched by the Sea,
Languages Common, Polyglot
SQ bloodline arcana, bonus feat, bonus sorcerer spell, cantrips, heart of the sea, improved initiative, seaborn (wildblooded aquatic) bloodline,
Combat Gear rations (trail/per day) (10), sunrod (2), Other Gear shortspear, outfit (traveler's), backpack, common, bedroll, crossbow bolts (10) (2), flint and steel, belt pouch, rope (hemp/50 ft.), waterskin (filled), light crossbow, dagger, 14.9 gp

Should I change anything? Traits and/or feats perhaps?

Shadow Lodge

Fruian Thistlefoot wrote:
Tomos wrote:

My group is halfway through this campaign.

There has been a lot of great advice so far in this thread, which I encourage you to follow.

After seeing your tentative plan, I think it will be great.

Suggestions:
Change out your spells known to Vanish and Charm Person.

True, Color Spray is powerful at low levels, but you have to get really close to the enemy to use it; it's easy to get surrounded in combat throughout this AP and you don't have the HP to hang out up front.
Silent Image is a strong spell, but it might be difficult to get good use out of it early on.

Vanish is awesome, even at 1st level.
As others have said, you will have plenty of opportunities (in combat and socially) to get good use out of Charm Person.

Your Water Blast power should do great until 3rd level when you get Hydraulic Push (very good in this campaign). Use Water Blast frequently.

Use a light crossbow whenever you can.

Buying 20 Charisma at 1st level is probably too much of a sacrifice.
Try: Str10 Dex12 Con14 Int10 Wis13 Cha18
Put 4th and 8th bonus points into Cha, then 12th into Wis
You don't want a Strength of 7 in this campaign, especially in the early levels.

I agree starting with a 20 Cha is not that great.

A 18 or 19 AFTER racial modifier is more than plenty and will allow you to put points elsewhere.

I recommend Charm person and Monkey Fish (Gaining a climb and Swim speed) at first level as your spells. Climb and Swim are important throughout this entire campaign and in the early levels will be used a LOT. Then you can trade out the Monkey Fish at level 4 for something a bit more useful...But for the first 2 levels you will be making a ton of Climb and Swim checks.

I'm about to end this campaign and skipped 2 books due to smart play and decision making; as well as following every lead that comes our way. My character prefers Poly-morphs now turning into things with a fly or swim speed as needed.

Indeed. I agree that Monkey Fish is probably the best choice here.

This way, you have a strong self-buff, a mental control combat/social option, and a couple of ranged options (Water Blast, Ray of Frost, Xbow)
Good stuff.

Diaz Ex Machina wrote:

Should I change anything? Traits and/or feats perhaps?

I think that your feats are fine.

In later levels, try to decide what primary role you want to play (buff, control, offense, etc) and focus on the one that you have the most fun with.

Your Traits are fine too. Good choice taking one of the campaign traits. I think that they are all really interesting and helpful.

Looks like you're ready!

Grand Lodge

Your missing a Skill for being human. (unless you traded that off somewhere).

Personally I would move the Int to 12 and the Wisdom to 11. +1 wisdom at some point in Leveling but Sorcerer's Have decent will saves and buffs to help ALL saves. This is also a big skill based game so I would Pick up a Social skill (or two) for your High Cha. But that is completely up to you...if you can get by with 3 skills a Level then more power to you.


I've traded the Skilled racial trait for Heart of the Sea.

Heart of the Sea:
Humans born near the sea are always drawn to it. They gain a +2 racial bonus on Profession (sailor) and Swim checks, and these are always class skills for them. They can hold their breath twice as long as normal, and spellcasters gain a +4 racial bonus on concentration checks when attempting to cast spells underwater. This racial trait replaces skilled.

I think this racial trait is more suitable flavor-wise for my character.

Grand Lodge

Diaz Ex Machina wrote:

I've traded the Skilled racial trait for Heart of the Sea.

** spoiler omitted **

I think this racial trait is more suitable flavor-wise for my character.

Monkey Fish- No swim check...you have a swim speed. (Much Better)

Profession sailor is always a class skill on every class.

Really your trading out +1 skill point a level for a +2 to 2 skills (one being irrelevant)

It is flavorful but it is weaker.

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