Sorcerer Feat / Spells / Gear assistance requested!


Advice

The Exchange

So here's the Scenario.
I'm normally a very melee/skill centric player, I've never really ran a character with a lot of spell/caster focus. The closest I've done until now is a Bloodrager, and that like most ragers was merely to supplement my combat abilities.

Currently I'm in a Horror Rules based campaign where I found myself trying to flesh out a group that already had all the major roles covered (2 Melee (1 Tanky, 1 Striker), Ranged (Striker), Psychic, Oracle (Both Controllers), Cleric (Healer). I decided there were 2 things noticeably missing, a Trapper and a Blaster/pure Arcane. Combined with a little meta gaming of not wanting to roll through a horror campaign with a low Will save character I was able to throw together a character to fill the void I felt we had in the party. End result, someone who normally focuses on Martial builds is running a Sorcerer: Celestial Bloodline(Wildblooded: Empyreal), Seeker Archetype

For Traits I took Seeker (to support the trapper role), and Focused Mind.

Currently I'm at Level 6 with the following Feats:
Eschew Materials
Combat Casting
Spell Focus: Evocation.

I have the following spells (* indicates Bloodline Spell):
0: Detect Magic, Disrupt Undead, Message, Prestidigition, Ray of Frost, Read Magic, Spark
1: Bless* Feather Fall, Mage Armor, Magic Missle, Shield(considering swapping this out, I don't use it often)
2: Resist Energy*, Flurry of Snowballs, See Invisibility
3: Fireball (Will gain Magic Circle against Evil* Next Level)

Noteable items possessed*/desired
Metamagic Rods - Lesser: Extend*, Empower, Maximize
Goggles of Minute Seeing*, Eyes of the Eagle.
Cloak of Resistance*
Headband of Inspired Wisdom
Mnemonic Vestment

Hopefully that covers some of the scenario I'm in and where my build is so far. Currently I feel like the character needs some more single Target or at least more localized Area spells as my melee striker is an overrun build, so he's often in the middle of my area spells. Also I'm trying to avoid having to go point blank/precise, so have been leaning away from spells that require ranged Touch attacks.

Anyway Before this gets too long winded I'm looking for any tips on Gear/spell selection/Feats as I move forward.


Feel free to swap out shield though I would recommend keeping a scroll or 2 on you. For fireballs remember to apply geometry. Its a 20ft radius yes but with perfect targeting for the center. So long as the target isn't flanked its almost always possible to angle it as to avoid allies. Also precombat resist energy can make the damage accidentally incurred negligible. You might consider swapping flurry of snowballs to a single target like admonishing ray if it continues to be a problem.

Feats
Spell Specialization, Eldritch Heritage(skill focus from bloodline feat), Spell Pen(lv9 feat), Quicken Spell(lv11+), Empower Spell/Maximize Spell(get the rod of the other), Improved Initiative, Toughness

Spells
Enlarge Person- great buff spell
Liberating Command- poor man's freedom of movement
Protection from Evil/Communal- mind control kills parties. Also in the horror game I played this came up frequently
Mirror Image/Invisibility- keep you alive in fights
Haste- best 3rd level spell ever. You have a team full of martial characters. Use them :)
Dispel Magic- always useful
Telekinetic Charge- another pro martial spell. Great because it sets up full attacks. Combine with reach rod for more fun. Also note you can use it on yourself
Dimension Door- best mobility spell in the game
Enervation- one of the best single target debuffs
Black Tentacles- this level's battlefield control
Telekinesis- probably the most versatile 5th level spell. Unfortunately you will have to ask if it can scale off your wisdom instead due to dated wording -__-
Overland Flight- not as good as DDoor but uses less slots
Wall of Stone- another super versatile spell
Icy Prison- lockdown spell of choice
Baleful Polymorph- other lockdown spell. No spell focus though.

Grand Lodge

Dastis offers a great list of spells. I will add a few.

Blindness/deafness works great against other arcane caster.

Burst of radiance is a wonder control spell with damage against evil creatures.

Glitterdust is a solid Sr no spell.

A scroll of stone call

It may not fit the theme but wall of bone and bone shaker have their uses.

I really like rings of spell knowlwdge. They let you "prepare" things like heighten awareness, shield, air bubble, comp language etc on the fly.

Finally, I like heighten metamagic. Here is why. You have a limited list of spells sometimes the one you need to blindness or aqueous orb (also a great spell), this allows you to use those spells at a DC that can be effective. At high levels I still encounter constructs that can't fly and many wizard not immune to blindness.

This is the level I start saving for a persistent rod. They are amazing.


I would have a hard look at the bloodline mutations
http://www.d20pfsrd.com/classes/core-classes/sorcerer/bloodlines/bloodline- mutations/

Note that you can take them in place of bloodline feats as well as bloodline powers.

If retraining rules are available, I would reconsider combat casting for retraining. If you are feeling cocky, you could ask your DM about retraining your bloodline powers to mutations (IMO the mutations are stronger than the celestial/empyreal bloodline powers.

There is a lot of good info for sorcerers here (you have to scroll down to find it):

http://zenithgames.blogspot.ca/2012/11/the-comprehensive-pathfinder-guides. html

Grand Lodge

I was going to recommend them but two key off of strength or cha and would likely be subpar on a wisdom build. Havoc is good though if you want more blasting damage. On other sorcerer builds I often take as many as I can fit.

The Exchange

Thanks for the information everyone, Especially thank link to zenith games, I'm going to have to read through a LOT of those, not just the Sorcerer ones.

I do think there's an argument for all those blood-line mutations to work off Wisdom rather than Charisma, given the verbiage used for the Empyreal archetype. But for my build I find the bloodline powers i have, while they are weaker, fit very well with the theme of the build and the campaign.

I do think I may rock Metamagic: Elemental Spell for my Feat next level, given my spells atm are cold/fire I'll probably pick Acid, and then snag a lightning dmg spell soon.


I would recommend buying an elemental rod over taking that as a feat.


Dastis wrote:
I would recommend buying an elemental rod over taking that as a feat.

I second this opinion. The feat is not really worth it unless you're doing it for flavour (a player in one of my games does only electric damage, due to character backstory and flavour). 3/day is plenty enough for changing your damage type, and they are cheap enough rods to buy two of them.

The Exchange

Good point, not exactly looking to to change dmg type on every spell i cast every day, just in those oh crap moments when my only good spells are high resist/immune by my target.
May be time to just hit up Old Faithful, Improved Init to help blow things up before my melee charge in the way.

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