Sorcerers, being able to "retrain" spells known, can forget spells that they've learned. So far so good. A problem appears when one considers the Tattooed Sorcerer's Enhanced Varisian Tattoo Bloodline Power replacement. It reads: Quote: Whenever she gains a bloodline power at a later date, she may change this spell-like ability to another qualifying spell. RAW and almost certainly RAI would seems to indicate that this means that a Sorc can forget the original "SP-ified" spell and keep the Spell-Like. The question becomes more interesting when a Sorc hits level 20, as this is the only "retainable spell" level which coincides with a "retrainable EVT" level (it's only retrainable at levels 15 and 20). The question now becomes "By RAW, can I take a 9th level Illusion spell with no material components (say, Shades) that I learned at level 18 or 19 and simultaneously retrain my EVT into it and forget it? If not, can I simultaneously learn a new spell (at level 15 or 20) and retrain my EVT into it?" As far as I can tell, the rulebook says that integrating all class features into a level-up happen simultaneously. That being the case, anyone want to tell em what I can and can't do at those levels?
Deadmanwalking wrote:
Fair enough. I've adjusted starting stats. My big questions with Combat Casting is, "What do I get now?" I suppose Spell Focus or Spell Penetration would be the obvious choice. Toughness seems a bit more important, considering that Human FCB means that I'm not going to be gaining as much HP as I might like to. Deadmanwalking wrote: Extend Spell is also okay, but a Lesser Rod of Extend is only 3k and replaces a lot of it's functionality. Craft Wondrous Item, however, is made of win if crafting is allowed. I'm mostly justifying Extend Spell as "It's the most useful +1 Metamagic Feat for me, and at this level I can't actually use any that are +2/+3/+4." I was thinking of taking Dazing Spell, Extend Spell, Persistent Spell, and maybe Maximize Spell, but all of those but Extend are useless at low levels. Fromper wrote: Are you just going tattooed for the familiar? You've got a build that doesn't really get any advantage out of the Varisian Tattoo feat. The +1 CL won't help with saving throw DCs. Generally, that feat is best for evocation, which is why that archetype is so popular with blasters, but there are uses for other schools, too. I just can't think of a single illusion spell that benefits from it, though I admit I'm no illusion expert. I'm going to be honest - mostly, yeah. Rule of Cool. On the other hand, a free Spell Specialization for Illusions is great (as it applies to Shadow Conjuration, and I'll probably be Spell Perfecting the Greater Version of that spell). Fromper wrote: My own controller sorcerer is a conjuration specialist. I've got some of the same spell choices as you - Mage Armor, Grease, Glitterdust, Haste. I had Color Spray at low levels, but traded it out. I actually went with Spell Focus (Conjuration) and Augment Summoning, with Summon Monster 1 and 2, so far, probably headed for more summoning spells later. SM1 wasn't worth having at level 1, due to the short duration, but I picked it up at level 3, when it was just starting to last long enough to be worth bothering with. I play him in PFS, so I never know if my party will have enough meat shields/flankers on any given day, so summoning is a great backup plan for when we need it. If not, I just cast Grease and Glitterdust more often. I don't really want to learn Summon Monster for thematic reasons. Planar Binding is more in line with where I want the character to go (unless I summon a Squid, but... eh~), but I can't take it until a higher level anyway. It's a sub-optimal choice, but I'm happy playing the character that way - to a point. Frompter wrote: And your main complaint about PFS is that there's too much maintenance??? You just have to keep a folder with your chronicle sheets from the adventures you've played and track your purchases. Other than making a point of not losing the papers you're given every time you play, it's really no more maintenance than playing a home game. It's more the documentation that I'd have to do for character creation and advancement; for this character, for example, I'd have to go out and buy a copy of ISM (for the archetype) and Bestiary 2 (for the Voidworm). To swap Familiar feats (like the *useless* Weapon Finesse that comes standard), I need to own a copy of the Animal Archive. In a "standard" offline campaign, we can pool money for the books or I can print the material off the SRD for the GM (subject to his approval, etc, etc), especially for something like Inner Sea Magic, of which I'm only using half a page's worth of content. I don't want to turn this into a rant about PFS, but building a character that I *like* gets very expensive very quickly, especially for someone like me with no offline group to loan him materials for approved character creation.
I'm looking to build a CN Sorcerer for a fairly RP-heavy campaign. The build's focused on battlefield control from a mechanical perspective and the fluff is centered around the Sorcerer's search for primal chaos magics. Main skills are Bluff, Use Magic Device, and Spellcraft. The remaining points are split 50-50 with Intimidate and miscellaneous skills. Gear is unmentioned, but I'll probably keep a wrist-sheathed dagger, a wand or two, and an assortment of magic items. The campaign is being run on Roll20 using the SRD as a sourcebook, though only Paizo materials are allowed. I'm trying to keep the build as "core" as possible, though, as I'm thinking about using the concept for Society play, if I ever manage to convince myself that PFS is worth the high maintenance. At any rate, stats for level 1 and level 8 follow. Comments, criticisms, and death threats welcome. --- Kullervo
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--- Kullervo
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