Advice for an Atomie Sorceror build?


Advice


I've got an Atomie Sorceror and am looking for suggestions for a strong build. Feats, traits and magic item ideas most welcome.

Thank you Hivemind.


What do you want to do with your sorcerer? Blast away, control the battlefield, play fey tricks, be a magical swordsman/woman, summon terrible eldritch creatures, etc. Not that these are all necessarily exclusive but you need to focus on something.

Also what level are you starting at and how much are you paying for the Atomie stats? Just the one character level?


Yes, the party is all 3rd level, so I've made him a Sorceror 2. Hhe needs to be the big AoE caster for the party, because the others are pretty much fighter/ranger types.

It's been a long time since I played a game at such low levels. I've built in a character flaw in that he's a pyromaniac, but that does not need to necessarily be his baileywick. I know too that as he gains levels, most of the baddies will have some degree of fire resistance. The trickster facet will be fund, but due to the limited spells known for the class I need to be careful with spell choices.

Any recommendations on best starting spells, items (I have 3,000gp to spend), feats, traits, etc.?

Thank you for the assistance and interest in helping.


You almost certainly want mage armor as a spell known. The duration lets you cast it before it's needed in many cases. Your other first level spell is your main offence and might be sleep if you're taking the fey bloodline, color spray with most others, or burning hands if you're going with wildblooded primal (fire) to focus on the pyro aspect. If it's that last I recommend burning amplification as your feat, otherwise improved initiative is probably best. Spell focus is also possible as it is a prereq to some feats you might like later - spell specialization or varisian tattoo for example. If the atomie comes with a fey hit die then you have two feats and could take one of those now.

For items I'd suggest a wand or two due to your limited number of spells/day and the very limited selection. Something like silent image won't always require a save to be made, or for a buff like enlarge person or protection from evil the save is irrelevant. A wand of infernal healing should be more a party resource but it is another option.

A quick runner's shirt, even with the nerf, might be worth it to be able to run away occasionally. Otherwise I'd suggest saving most of the remainder of your cash and getting a headband of charisma when you're up to 4K.

On traits - if you have a fey hit die then get magical knack. Otherwise one of those which increase initiative and/or concentration checks for use now, and maybe magical lineage on a spell you plan to use with metamagic in the future.


Are you set on sorcerer? Arcanist and Wizards both also have interesting builds

Anyway I recommend the classic fireball style build. You should be able to google sorcerer blaster guide/build and have further level advancement come up

Traits: Magical Lineage, Wayang Spell Hunter for fireball
Archetype: Tattooed Sorcerer
Bloodline: Orc, Dragon, Arcane

Feats
Lv1 Spell Focus(evocation)
Lv3 Spell Specialization

Spells
Burning hands(trade when you get fireball)
Spark
Ghost Sounds
Silent Image
Mage Hand
Oath of Aninimity
Prestidigitation
Vanish

Items
Wand of Enlarge person
Handy Harversack
L. Crossbow
Both a cold iron and a silver Spiked Gauntlet
Caltrops for familiar
Alchemists fire if dm lets you do the alchemy items buff spells rules

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