How to improve my spell list? (Sorcerer Enchanter, Fey Bloodline)


Advice


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Hi all,

I am about to play a Kitsune Sorcerer, Bloodline Fey, focused on enchanting, at 9th character level

The build is very close to that one:

http://paizo.com/threads/rzs2opcd?So-Kitsune-Sorcerer#13

Although focussing on enchantment, I don't want to become a total "one trick pony”

I would appreciate if you could have a look on my spell list and let me know if you would change something.

1:
Sow Thoughts
Hypnotism
Grease
Obscuring Mist
Enlarge Person (not sure since many party members have buff spells)

2:
Minor Image
Glitterdust
Mirror Image
Command Undead ( since we are facing undead from time to time)

3:
Hold person
Fly
Stinking Could
(Fireball and Haste are on my list for higher levels)

4:
Charm Monster
Confusion (not sure about this choice)

Is there anything missing or could be improved?

Thanks in advance for your help

Regards


.

Grand Lodge

invest in Rings and Pages of Spell Knowledge.
Rings allow you to imprint spells you see on the ring to cast; whereas the pages come already imprinted with spells that you cast from your slots.

These two options will allow you to pick up some more situational spells.

If you don't want to be a "one-trick pony" some 'communal spells' like Protection from Evil or Protection from Energy will be very worth while.

some of my favorite enchantment spells are Terrible Remorse and Oppressive Boredom.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

A Mnemonic Vestment plus spellbooks and scrolls is also a good idea. Once per day, you can cast a spell that you have a written source for using your own spell slots. For spells that you don't need to cast that often, this method is very useful.

Grand Lodge

I will finish off the sorcerer versatility set with versatile Spontaneity.

Buy rods to effect plants, unread etc.


I have a gnome fey-blooded sorcerer, 4th lvl. Our current encounter has killed 2 of our party of 5 and knocked out another. After this encounter, I can tell you I wish I had spells that worked on giant vermin :[


Enlarge Person is a bit iffy depending on rest of party as well because of the Humanoid limitation, it doesn't work on Native Outsider types, ie Tieflins, Aasamirs, Elemental Kin.


rabbi82 wrote:


Hi all,

I am about to play a Kitsune Sorcerer, Bloodline Fey, focused on enchanting, at 9th character level

The build is very close to that one:

http://paizo.com/threads/rzs2opcd?So-Kitsune-Sorcerer#13

Although focussing on enchantment, I don't want to become a total "one trick pony”

I would appreciate if you could have a look on my spell list and let me know if you would change something.

1:
Sow Thoughts
Hypnotism
Grease
Obscuring Mist
Enlarge Person (not sure since many party members have buff spells)

2:
Minor Image
Glitterdust
Mirror Image
Command Undead ( since we are facing undead from time to time)

3:
Hold person
Fly
Stinking Could
(Fireball and Haste are on my list for higher levels)

4:
Charm Monster
Confusion (not sure about this choice)

Is there anything missing or could be improved?

Thanks in advance for your help

Regards

Hiya, playing a Sylvan Sorcerer in Kingmaker and at the same level than you, so I'll give my two cents...

The main role of an arcane sorcerer is to be a "problem solver".
You're basicaly the guy the team turns to when they deal with a creature with nasty powers that prevent mundamne characters to kill it the simple way.

The first problem that can arise, and I'm surprised you didn't land on it once, is swarms. Swarm of tiny/diminutive creatures are almost immune to everything EXCEPT AoE damage.
That's why you need urgently an AoE damage spell, because as long you don't have one, your party could be wiped out simply by such a monster
Fireball is nice, just don't delay it any further

Second problem: incorporeal creatures.
You need a force spell to hit them effeciently. Those creature escape most attack by "phasing out", but a force spell can hit them even when they are out of phase.
Magic missile is simple, cheap, and works.

Thirs problem: Invisible creatures
You need something to spot/see them. It's important as they will come more and more often with levels.
See Invisibility is nice

IMHO, even if you emphase in enchantement, you need at least those 3 spells in your spell list. Nothing is more sad than a party wipe because the arcane spell caster didn't take the basic solution to predictable problems.

Versatile Spontaneity and scrolls usualy don't make it for those 3 spells cause those problems are:
1- Appearing without warning
2- Tend to be reccuring during a campaign
So you need them several times, but you never know when you'll need them


I second David knott 242's reply. The Mnemonic Vestment is a stupidly useful item. Especially if your GM allows for customized or upgraded versions of magic items. As a 7th level sorcerer, I invested a hefty 10,000 gp in a twice per day vestment and another couple hundred gp in a spellbook. All my useful combat spells are my "known spells", but my fancy new spellbook full of utility, buffing, role-play based, and even some more combat spells has basically turned my sorcerer into a spontaneous casting wizard. Sure it is only once/twice per day, but you have just severely reduced the single greatest downside of being any caster (not knowing or preparing a specific spell). Now you can basically cast anything at any time. Once my party gets back to Magnimar I plan on dumping more gold into it to get it up to 3x per day.

Another thing I might suggest is taking advantage of your UMD skill which is most likely already very high. Simple wants of great spells from other classes can be really, really fun to use. Especially if you have access to a familiar via Eldritch Heritage + Arcane Bloodline to fetch them for you (and eventually use them for you). Grabbing a cheap wand of Ill Omen (caster level 1), for your Improved Familiar to use, really sets up a nice combo for you to ensure the landing of your situational save or suck spell granted from your Mnemonic Vestment.


Moonheart seconded. Invisibility is the fourth spell I would have available. Nothing like turning the whole group invis.


I would probably start with summon monster iv, haste, magic missile, tears to wine and heightened awareness.


If you can justify it character-wise, I see nothing to prevent using the Razmiran Priest (false priest) archetype...


rather than go on, I'll just provide an alternate list.

1: (5)
Hypnotism
Moment of Greatness
Magic Missile
Mage Armor
Infernal Healing

Page of Spell Knowledge: Break, Grease, Liberating Command, Shield, Sow Thoughts, Vanish.

Wand: Enlarge Person, Heighten Awareness, Illusion of Calm, Infernal Healing, Long Arm, Obscuring Mist, Reduce Person, Shield.

2: (4)
Hideous Laughter
Oppressive Boredom
Glitterdust
Mirror Image

Page of Spell Knowledge: False Life, Resist Energy, maybe Touch of Idiocy, maybe Create Pit (which can handle most undead). Due to cost I'd choose 2 at this point.

Wand: Air Step, Alter Self, Blur, Detect Thoughts, Darkvision, Invisibility. Due to costs I'd choose 3.

3: (3)
Heroism
Suggestion
Haste

Page of Spell Knowledge: Fireball(more than once per day), maybe Ablative Barrier. They're crazy expensive now.

I'd get Stinking cloud, Summon Monster 3 via the Vestment and written source.

4: (2)
Charm Monster
Aura of the unremarkable (if you're in town adventuring) otherwise Antithetical Constraint or Confusion(if your party can hold back on entering combat).

I'd have a written source for Dragon's Breath, Ball Lightning, Summon Monster 4.

Grand Lodge

With all those pages of spell knowledge, I would buy a ring or two of spell knowledge and scribe all utility spells, and pre-buffs into a spellbook.


Honestly, you do not need all this spell knowledge thing.

There is only 3 spells "mandatory" within each spell level. The first being the spell you will cast by default during battle if there is no special problem to solve, and the two other being spells that are meant to solve predictable problems coming from the bestiary.

A sorcerer knowing what's he's doing can easily be at the top of the uselfulness just with the basic amount of spells known.
Spells given by his bloodline than adds flavors to the whole.

Many spells suggested above are fun and useful... but they are not mandatory, as they do not solve any problem a good warrior/healer tandem would solve by themselves anyway.
And also, in all honesty, after a few sceances, all players tend to have a prefered spell for each spell level to use by default, and they spam it without using the other ones at the end.


I didn't consider bloodline spells as that is just going to add to your repertoire and I don't think there's any overlap. It's free stuff that usually isn't critical.

Basically you should have 2 spells per spell level where your specialization and DC bonuses add. Will is a easy save for Paladins, Monks, Wizards, and Clerics so you need other things for them unless you want to rely on being lucky.
Next is Defence (dying is a bad thing so healing is a part of this) and Offence. Hopefully you can cover these with your specialization, but Enchanters don't have that option.
These are your core spells that you have in case you lose your stuff. Without your stuff you still need to survive and be awesome. Remember that enchanters rely on others and their motto is, "your toys are my toys too".

Then you fill in with items that allow spell access or have spells. If you need 10 cure light wounds on a day obviously your spell slots can't keep up with that. Spell storing is handy but spontaneous casters pay double.

At first level a Page of Spell Knowledge is definitely worth it particularly where caster level is important. Wands can cover things you use but don't care about DC or duration in particular. At second level the price has gotten prohibitive so only sorcerers are forced into this option to increase on-demand variability. At third level it's not worth it and you should rely on your Mnemonic Vestment to cast a higher level spell. Remember that the vestment is once a day and that's probably not going to change for most GMs. If the vestment can be increased go with that but you should still rely on Pages for low level stuff where caster level is important.

Any spell that allows a save at the end of EVERY round has it's duration effectively cut by half or more and you may only see 1 round of effect. That should be a sobering thought.

Rings of spell Knowledge at 1.5*cost are "retrainable" and that's good, but I don't see a mechanical advantage over the Page in usual usage. One thing they are good for is for spells not on your list at +1 spell level but the price at second level is 1.5*prohibitive and thus not worth it.

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