| tortiekat |
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OK, this is my first venture into on-board optimization...so please let me know if I've gone really wrong :-)
I like sorcerers; my favorite PC is a pyromaniac con artist who blasts what she can't fool. But blasting is hard work--even with a four feat investment (Greater Elemental and Spell Focus) plus the cheese of an Ifrit fire elementalist, it's hard to keep DCs scaling when the average good save of critters is their CR.
So I looked into ranged touch, inspired by posters here who sing the praise of Scorching Ray. This is my attempt to squeeze as much as possible out of a single 1st level spell, freeing up spell slots for utility/buff/save or suck spells while keeping utility through the high levels.
Some remarks:
Bloodline: Elementalist or Genie, any but Air/Djinni. Being able to change energy type is key to increasing flexibility.
Goals: Use a single spell as your offensive centerpiece, so that you can conserve spell slots for other uses. Be able to do damage with any spell level you can cast. Be able to spam your main damage dealer. Have as few "dead" feats as possible.
Race: You're pretty much locked into Human, as the initial load out is feat intensive.
The Build
1st Level:
Trait: Magical Lineage (Shocking Grasp)
Feat: Reach Spell
Feat: Spontaneous Metafocus (Shocking Grasp)
At first level, you've basically defined your character concept--you'll do energy damage (electricity or your chosen energy type) out to close range with no cost in spell levels or extra casting time.
Shocking Grasp is the key here, because against the majority of targets you'll face, you get +3 to hit. This makes up for the lack of room for any ranged combat feats.
3rd Level:
Feat: Spell Focus (Evocation)
Not useful for your centerpiece spell, but fills a prerequisite. If you get Burning Hands as your bloodline spell, this at least helps.
5th Level:
Feat: Intensify Spell
Also not immediately useful, but you'll need it to make the build relevant going forward.
7th Level:
Feat: Spell Specialization (Shocking Grasp)
Bloodline Feat
Although it's a bit late, you do pick up the extra damage--a 9d6 ranged touch 2nd level spell (you can move the range up to Medium by making it a 3rd level spell.) This narrowly outpoints Scorching Ray at this level, although the multitarget and ray features of that spell make it an excellent secondary choice. For some bloodlines, you'll have Scorching Ray as well.
The best bloodline feat to take is a metamagic feat if available; I like the Efreeti bloodline, so Empower Spell slots here.
9th, 11th, 13th level: You'll probably want to pick up either Quicken Spell, Maximize Spell, or both during these levels. You have some flexibility here to grab other useful feats.
The Efreeti bloodline picks up Fireball at 7th level; you'll want it no matter what as it will be the key to carrying you forward in the higher levels.
15th Level:
Feat: Spell Perfection (Shocking Grasp or Fireball)
Either is a good choice, although you're likely to do more consistent damage with Shocking Grasp (Quickened Maximized Intensified Reach Shocking Grasp, 60 hp on average as a 5th level spell followed by Maximized Empowered Intensified Reach Shocking grasp, 77.5 hp on average as a 4th level spell; higher slots for both can increase the range.)
Notes:
Dex is key here. You may end up taking your ability increases in Dex, as you only need Charisma to give you extra spells.
You can tinker with the feat order somewhat--if you don't want Reach right away, you can go straight to Spell Specialization at 1st level; if you don't mind the full round cast, you can hold off (or ignore) Spontaneous Metafocus. Myself, I like to be able to move and cast, so that's why I went with the feats like this.
Spell Specialization is nice, but not crucial to the build, so you can ignore that chain in favor of other feats.
One point is that this is definitely a build that needs decent initiative. If it fits your concept, grab an initiative increasing trait at first level. One interesting idea is to delay the Spontaneous Metafocus and take Noble Scion of War at first level (the only level you can take it, as a matter of fact.) This makes your initiative Charisma based, which is nice enough, but gets sweeter when you can buy a Circlet of Persuasion; near as I can tell, it should stack with your initiative, putting you in double digits by 5th level.
The build works well with metamagic rods; it's cost-effective, since you can get away with the lesser rods. An Elemental Spell rod here is useful to add an energy type to your repertoire; Quicken or Maximize rods can remove the need to take one of those as a feat. (You've already picked up three metamagic feats, so you satisfy the prerequisites for Spell Perfection.)
And you'll always have an attack spell, even if you're down to first level spells :-)