feats / magic items for an illusion / enchantment sorcerer?


Advice

The Exchange

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i'm playing a sorcerer with a homebrew bloodline based on the beguiller class from 3.5e, in combat i intend to use illusion/enchantment spells for battlefield control, and out of combat i intend to use them for con artistry and general shenanigans :3

i have my sheet ready and i like what i have for 1st level, but i need ideas for down the road (campaign runs from 1st to around 10th-13th), in terms of feats, items, anything that can make me better at my in/out-of combat roles listed above

if you want me to provide the spells/powers for the homebrew bloodline i can do so upon request.

thanks for the help :)


Dual-wield a Staff of Enchantment in one hand and a Staff of Illusion in the other! Only 82,000 gp each and you will look awesome. Oh, but try not to cast spells with somatic components.

The Exchange

Fuzzy-Wuzzy wrote:

Oh, but try not to cast spells with somatic components.

The funny thing is, i can reduce the metamagic costs of illusion/enchanment spells by 2, so if i take still spell, i can actually do this!


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Spell Focus (enchantment) -- those spells need it.
If you work illusion spells enemy won't suspect they're illusions and then will not test them or save vs. them. So you may not need as high DCs for them.

Still Spell and maybe Silent Spell are great for helping con man type shenanigans.


Pages of spell knowledge are handy; illusion and enchantment spells are often quite specific in what they do, and no sorcerer can learn all of them unlike a beguiler. Scrolls can also help when the save DC isn't important, especially with mnemonic vestments.

If you get grappled you'd want to be wearing boots of escape. Aside from that the usual, headband of +cha, cloak of resistance, amulet of natural armor, ring of deflection. Maybe a ring of sustenance if your GM likes nighttime ambushes.

For feats if you want to cast spells subtly at all by RAW then you need the deceitful and cunning caster feats. Apparently without these there is something which people can sense to know that you're casting spells.

Many illusion and enchantment spells are still useful at higher levels and the persistent spell feat can help keep them relevant by making the saves harder.

The Exchange

Thanks for the suggestions everyone! In terms of concealing my spellcasting, my gm has ruled that i can make a skill check (i think it's bluff? Slight of hand? Spellcraft?) To do so, so cunning caster won't be necessary. Keep these ideas coming!
(Once again if Anyone wants to see the stats for my bloodline, just ask)


Sure, show us your bloodline!


Pathfinder Starfinder Maps, Starfinder Roleplaying Game Subscriber

Take the real version of some of the spells as well as the illusion.

Wall of Fire followed by a Major Image of a Wall of Fire is much harder to disbelieve. Illusion of a Wall of Fire followed by a real one is much more likely for people to just run through it. Choose the order depending on which result you want.

Remind the GM of the distance modifiers on Spellcraft. It is supposed to take modifiers as per Perception skill although most people skip that.


Talk to your GM and make sure they're on board with making Illusion magic work.

Depending on how your GM runs illusions it can make them near useless.

The Exchange

I've discussed this character at liberty with my gm, so i should be good in terms of illusions,
Also, I'm not going to be able to post my bloodline until later today (i don't have the .txt file with me right now)


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I'd recommend you take a look at this homebrew beguiler conversion, there are some neat feat options in there your gm might allow.

The Exchange

disclaimer: i am here for advice on my character build in my home campaign, not to discuss whether or not my homebrew bloodline is balanced, if you want to do so; please create a separate thread. i also ask that you credit me as the creator of this bloodline

Beguiller bloodline
Your ancestor was a notorious con artist that tricked a powerful being into granting magical powers to them and their direct descendants. you have inherited their knack for deception and spellcasting as a result.
class skill: stealth
bonus spells: magic aura(3rd) minor image(5th) suggestion(7th) confusion(9th) persistant image(11th) programmed image(13th) project image (15th) power word stun(17th) overwhelming presence(19th)
bonus feats: still spell, silent spell, spell focus, improved initiative, skill focus(stealth), arcane armor training, light armor proficiency, heigten spell.
bloodline arcana: beguillers knack (Su)
increase the dc of any illusion or enchantment spell you cast by 1, if the target is denied their dexterity bonus to armor class, increase it by 4 instead.
bloodline powers:
1st: instill doubt (su)
as a standard action you can force 1 target within 30ft to make a will save (DC 10+1/2 sorcerer level+charisma modifier) or be shaken for 1 round plus 1 additional round per caster level . you may use this power a number of times per day equal to 2 plus your charisma modifier
3rd: takes one to know one (ex)
you gain a +3 competence bonus on saving throws against spells of the illusion or enchantment schools.
9th: misderection (ex)
you gain improved feint as a bonus feat, even if you do not meet the prerequisites. you can make bluff checks to feint at a range of 20ft.
15th: deceptive ease (su)
when you apply a metamagic feat to a spell of the illusion or enchantment schools you reduce the spell level increase by 2 (minimum 0)
20th: try again (su)
When any creature succeeds a saving throw against one of your spells of the illusion or enchantment schools, you can force it to reroll the save with a -4 penalty, should the creature fail this new saving through, it takes the full affect of the spell. you can use this bloodline power a number of times per day equal to 2 plus half your charisma modifier. if multiple creatures fail their saving throw against the same spell; you must spend one daily usage of this bloodline power per creature you wish to use it on.

edit: spelling


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If you have any non-magic firepower you should definitely consider the Ranged Feint feat. I don't think it will work with acid orb, ray of frost, magic missile etc from the wording, but you could ask your GM.

Try to pump up your Intimidate---while it only makes things shaken, that will stack with the shaken-ness from "instill doubt" to make victims frightened, since they're different sources. If you're human go for the "focused study" option instead of the normal bonus feat, pick up Skill Focus (Intimidate, Bluff, Stealth) with it.

P.S. If you cut and pasted that from a file, I believe you want to change "multiple creatures fail" in the last sentence to "multiple creatures succeed".

Dark Archive

The "Roaming Pit" spell that came out in the Magic Tactics Toolbox is a great addition to the Pit line that works wonderfully well with illusions. It's 5th level and is a regular pit except you can move it and all it's occupants up to 20 feet every round on your turn. I've silent imaged the floor of a room and then moved it around beneath peoples feet dropping them 'into' the floor.

Also you may want to look at stacking the Tattoo Sorcerer archetype with your bloodline. You'll lose a few things, but you gain a familiar (which you can apply the Figment archetype to and have an illusory familiar) you can have 1 schools spells (Illusion) be at +1 Caster Level. Be able to create spell tattoos as a standard action (free silent spell scroll) a limited number of times a day. (great for dimension door) Eventually be able to cast 1 spell from the chosen school that doesn't have a material component as a spell like ability.

The Exchange

Fuzzy-Wuzzy wrote:


P.S. If you cut and pasted that from a file, I believe you want to change "multiple creatures fail" in the last sentence to "multiple creatures succeed".

how did i miss that

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