Adventuring Wizard

Grand Magus Stigiroth's page

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--Kharn-- wrote:
With all the new bloodlines that have come out since this was last updated what are the really solid choices for a Sorcerer focused on buffing/debuffing? Back in the thread from a few years ago someone said the author has not been seen in some time which is really sad because I would love to see this updated.

Well, as always the Crossblooded archtype is your go to. As for bloodlines for debuffing, that depends. Debuffing is easier with Word Casting as, as pointed out in the guide you can change the save type by combinding words into a spell slot, using the highest word as the save type. Sickening Undead with Wrack on a Reflex save is always fun.

But for more of an answer for your question, I would suggest the Impossible Bloodline as it allows you to bypass construct's normal immunity to mind effecting by treating them as people for your charm and compulsion spells which is super handy. But if you don't run into allot of golems then the Arcana can be wasted. However, it does give you a bunch of item creation boons which make you the single most efficient crafter in the game if that's something you'd like to do. As well as in my opinion the most hilarious lvl 15 power for any bloodline that also happens to be the best version of having a climb speed in the game.

There is also Fey Bloodline with gives compulsion spells +2 to their save DC. It's first and fifteenth level powers are great for it as well, the 1'st being what is arguably a stronger version of the staggered condition and the 15'th allowing you to roll twice and take the better vs Spell Resistance. It's 9'th level power is also great as your level in round per day Greater Invisibility.

The Maestro Bloodline has some good powers for charm and compulsion.
The Ghoul Bloodline gives you a ghoul's touch attack with all the bells and whistles, strength damage and paralysis included. As well as a respectable burrow speed and fast healing 10.

I may also suggest you get your hands on the Sorcerer's Robe if you grab the Impossible, Ghoul, or Fey Bloodlines. As it allows you too three times a day apply your first level bloodline power to any spell you cast as a swift action, using the spell's DC. So tacking say Ghoul's Touch onto a 6'th level save or suck spell with a DC of 28 (10 + 6 + 10 mod from 30 Cha +2 from Greater Spell Focus Conjuration) can make it hurt just that little bit more for debuff at dealing 1d4 Strength damage and inflicting paralysis for 1d4 rounds without the need to go up into melee and hope to god you hit and your target fails a much lower save.

Remember that the Eldritch Heritage feat tree is a thing if you really want to stack on the Bloodline Powers. And that the Robe of Arcane Heritage is the single best item you can get as a Sorcerer. Allowing you to count as four levels higher (yes, beyond your normal level) for the purposes of deciding what Bloodline Powers you have access to and how strong they are. Because getting your 9'th level bloodline power at level 5 is pretty f~!#in great.

Yes, I do indeed know that I just listed two chest slot items for suggested gear. But, if your DM isn't a stickler for strict by the book, you may be able to convince him to allow you to combined the prices for the items to combined them into one, or turn one into a body slot item to wear them ala jedi robes and sleeved cloak.


Black hissing ash rises like steam from the lich as they complete their dark magics. There is a thrum of ancient magic signaling the success of the spell before they turn to glare at the blue robed figure behind them. In one hand, a half empty flask of holy water, the other a light chain glowing with runes that ends lashed around the lich's form. "Thank you, your services are no longer required. May Palor find rest for your soul." the robed figure calls before breaking the flask over the lich's skull, cleansing away the last of it's unholy HP. The figure drops the chains and steps forward to the alter, raising their hands high. "From the depths, I summon thee . . . Ancient Thread!"

Well, five year old thread having been properly necromanced, I come bearing news and a suggestion! Words of Power, still a thing, and still fun. However, an interesting thought ran across my mind while working with a character using this variant system. What about Sacred Geometry? I know that just mentioning the very name of that feat may earn me more ire than the sheer act of necromancing a long dead thread from Dungeon Masters around the world, but hear me out first before you sick the fighters on me.

It's pretty much agreed that Meta Words are effectively unique Metamagic feats. They function in the exact same manor, altering spells by adjusting their spell level. So I asked myself, "Why can't I use Sacred Geometry with Meta Words? It seems plausible.." And so I did some thinking as a Dungeon Master myself. Thankfully the years of conjuring up random NPC personalities and lonely week days with nothing to do but read or talk to myself paid off and I was able to build an argument for this to be able to work. In variant magic systems, such as Dreamscar Press's Psionics Unleashed, there are generally a list of transparency rules to help integrate them into a given game world easier. Such as Read/Detect magic and Spell Resistance working both ways, ect. With Meta Words being, for all intents and purposes Metamagic feats in their purpose and function, then the same transparency has a standing to apply here as well.

It will entirely depend on your Dungeon Master, granted. Just as I had to approach my own for the game I'm using my Word Caster in. But if they agree, usually to some form of terms such as mine where as long as I could do the math before my round in combat so I didn't bog things down I was all good, then Sacred Geometry can indeed work with Words of Power. And while it does significantly help your blasting and crowd control capability, it hands down makes you the single best conjurer in the game. Being able to summon up to 1d4+3 creatures as a standard action. 1d4+1 from Boosted Servitor which makes it viable much earlier. +1 from the Abyssal or Brutal bloodline if it's some form of daemon. And +1 from Superior Summoning the feat. Good shit yeah?