
daddystabz |

I am brand new to Pathfinder and unfortunately never had a chance to play 3e or 3.5e. I am familiar though with various forms of d20 including Mutants & Masterminds 2e, Star Wars Saga Edition, etc. I am gearing up for a new online campaign with some friends I decided to try a Sorceror for my first character. If you all would be so kind I am looking for critiques/comments/criticism, etc. I don't want to gimp myself for sure. Thanks in advance!
Name: Kellek
Race: Human
Player: Jonathan Baldridge
Classes: Sorcerer1
Hit Points: 6
Experience: 0 / 1300
Alignment: Neutral Good
Vision:
Speed: Walk 30 ft.
Languages: Common, Draconic, Elven
Stat Score Mod
STR 10 (+0)
DEX 12 (+1)
CON 10 (+0)
INT 14 (+2)
WIS 10 (+0)
CHA 19 (+4)
-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Acrobatics 2 1.0 1 0
Appraise 6 1.0 2 3
Bluff 8 1.0 4 3
Climb 0 0.0 0 0
Craft (Untrained) 2 0.0 2 0
Diplomacy 4 0.0 4 0
Disguise 4 0.0 4 0
Escape Artist 1 0.0 1 0
Heal 0 0.0 0 0
Intimidate 4 0.0 4 0
Perception 0 0.0 0 0
Perform (Untrained) 4 0.0 4 0
Ride 1 0.0 1 0
Sense Motive 0 0.0 0 0
Spellcraft 6 1.0 2 3
Stealth 1 0.0 1 0
Survival 0 0.0 0 0
Swim 0 0.0 0 0
Use Magic Device 8 1.0 4 3
-------------------------- Feats ---------------------------
Combat Casting
You are skilled at casting spells when threatened or distracted.
Empower Spell
You can increase the power of your spells, causing them to deal more damage.
Martial Weapon Proficiency (Longbow)
Simple Weapon Proficiency
Eschew Materials
-------------------- Special Abilities ---------------------
------------------------ Templates -------------------------
-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 11 / 11 / 10
Initiative: +1
BAB: +0
Melee tohit: +0
Ranged tohit: +1
Fortitude: +0
Reflex: +1
Will: +2
Unarmed attack:
to hit: +0
damage: 1d3
critical: 20/x2
Quarterstaff:
to hit: +0
damage: 1d6
critical: 20/x2
--------------------- Special Abilities --------------------
------------------------- Equipment ------------------------
Name QTY LBS
Total weight carried:
Current load: Light
Encumbrance
Light: 33
Medium: 66
Heavy: 100
--------------------------- Magic --------------------------
Sorcerer Spells
SPELLBOOKNAME0
Level 0
Detect Magic (Divination)
Saves: None DC: Casting: 1 standard action
Duration: Concentration, up to 1 minutes [D] Range: 60 ft. Components: V, S
SR: No Effect: Detects spells and magic items within 60 ft. Target: Cone-shaped emanation
Disrupt Undead (Necromancy)
Saves: None DC: Casting: 1 standard action
Duration: Instantaneous Range: Close (25 ft.) Components: V, S
SR: Yes Effect: Deals 1d6 damage to one undead. Target: Ray
Ray of Frost (Evocation)
Saves: None DC: Casting: 1 standard action
Duration: Instantaneous Range: Close (25 ft.) Components: V, S
SR: Yes Effect: Ray deals 1d3 cold damage. Target: Ray
Read Magic (Divination)
Saves: DC: Casting: 1 standard action
Duration: 10 minutes Range: Personal Components: V, S, F
SR: Effect: Read scrolls and spellbooks. Target: You
Level 1
Mage Armor (Conjuration)
Saves: Will negates (harmless) DC: 15 Casting: 1 standard action
Duration: 1 hours [D] Range: Touch Components: V, S, F
SR: No Effect: Gives subject +4 armor bonus. Target: Creature touched
Magic Missile (Evocation)
Saves: None DC: Casting: 1 standard action
Duration: Instantaneous Range: Medium (110 ft.) Components: V, S
SR: Yes Effect: 1 missiles that do 1d4+1 damage each. Target: Up to five creatures, no two of which can be more than 15 ft. apart
------------------------ Description -----------------------
Height: 5' 8" Weight: 145 lbs. Gender: Male
Eyes: Purple Hair: White,Long Skin: Pale caucasian
Dominant Hand: Right Quirks: ,
Speech style: Quotable:
Full Description
Traits:
1) Magical Knack [Magic] (Sorceror-Your caster level in this class gains a +2 trait bonus as long as this bonus doesn't increase your caster level higher than your current Hit Dice.
2) Reactionary [Combat Traits] You gain a +2 trait bonus to Initiative rolls.
Background

Davi The Eccentric |

I recommend switching Empower Spell for Point Blank Shot. You won't be able to use Empower Spell for several levels, and if you don't want a -4 penalty every time you shoot that longbow or use a ray spell on something your allies are in melee with, you're going to want to get Precise Shot as soon as you can. Thus, if you take Point Blank Shot now, you only have to put up with the -4 for two more levels, possibly only until level two, assuming you take a level of Fighter next.
On a side note, if you aren't planning on taking at least one level in a different class, replace Magical Knack with a different trait now.
EDIT: That really isn't that great a stat layout. First off, no Constitution bonus. In a class that, even with a slightly larger hit die, can still be taken out extremely easily should something realize that the guy producing bolts of force wearing a robe should be stabbed. Also, there really isn't that much of a benefit for starting with 19 in Charisma instead of 18. Yes, you get that 20 in your main stat four levels earlier, but the points spent on raising it that one last point could be better spent on something else.

daddystabz |

I recommend switching Empower Spell for Point Blank Shot. You won't be able to use Empower Spell for several levels, and if you don't want a -4 penalty every time you shoot that longbow or use a ray spell on something your allies are in melee with, you're going to want to get Precise Shot as soon as you can. Thus, if you take Point Blank Shot now, you only have to put up with the -4 for two more levels, possibly only until level two, assuming you take a level of Fighter next.
On a side note, if you aren't planning on taking at least one level in a different class, replace Magical Knack with a different trait now.
EDIT: That really isn't that great a stat layout. First off, no Constitution bonus. In a class that, even with a slightly larger hit die, can still be taken out extremely easily should something realize that the guy producing bolts of force wearing a robe should be stabbed. Also, there really isn't that much of a benefit for starting with 19 in Charisma instead of 18. Yes, you get that 20 in your main stat four levels earlier, but the points spent on raising it that one last point could be better spent on something else.
The way I look at it a plus 1 or 2 to con won't make much difference for a Sorceror. If I am doing my job right and so is our tank then hopefully I won't be getting hit much. What stat layout do you suggest for the High Fantasy (20 point) buy?

concerro |

Davi The Eccentric wrote:The way I look at it a plus 1 or 2 to con won't make much difference for a Sorceror. If I am doing my job right and so is our tank then hopefully I won't be getting hit much. What stat layout do you suggest for the High Fantasy (20 point) buy?I recommend switching Empower Spell for Point Blank Shot. You won't be able to use Empower Spell for several levels, and if you don't want a -4 penalty every time you shoot that longbow or use a ray spell on something your allies are in melee with, you're going to want to get Precise Shot as soon as you can. Thus, if you take Point Blank Shot now, you only have to put up with the -4 for two more levels, possibly only until level two, assuming you take a level of Fighter next.
On a side note, if you aren't planning on taking at least one level in a different class, replace Magical Knack with a different trait now.
EDIT: That really isn't that great a stat layout. First off, no Constitution bonus. In a class that, even with a slightly larger hit die, can still be taken out extremely easily should something realize that the guy producing bolts of force wearing a robe should be stabbed. Also, there really isn't that much of a benefit for starting with 19 in Charisma instead of 18. Yes, you get that 20 in your main stat four levels earlier, but the points spent on raising it that one last point could be better spent on something else.
Putting that con up to 14 might allow you to survive a hit, but with no Con you are down after the first hit unless the DM rolls low or fudges the dice. I don't see the need for a 14 Int.

daddystabz |

I was thinking of putting the 14 into Int to get more skill points. Skill points for a sorc are 2+int. Right now I would be starting the game with 5 skill points. With a 10 int it would only be 3. I'd think I would rather have 2 more skill points than 2 more HPs. Frankly, 2 HP isn't going to mean jack when you are getting hit anyhow. Especially with no armor.

daddystabz |

Ok, I've made some adjustments and have taken some of your advice. Take a look at my new build and tell me if you like it better than my previous one above in this thread please. Any criticism/comments/suggestions, etc. are much appreciated!
Name: Kellek
Race: Human
Player: Jonathan Baldridge
Classes: Sorcerer1
Hit Points: 8
Experience: 0 / 1300
Alignment: Chaotic Good
Vision:
Speed: Walk 30 ft.
Languages: Common, Elven
Stat Score Mod
STR 9 (-1)
DEX 13 (+1)
CON 14 (+2)
INT 13 (+1)
WIS 10 (+0)
CHA 18 (+4)
-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Acrobatics 1 0.0 1 0
Appraise 5 1.0 1 3
Bluff 8 1.0 4 3
Climb -1 0.0 -1 0
Craft (Untrained) 1 0.0 1 0
Diplomacy 4 0.0 4 0
Disguise 4 0.0 4 0
Escape Artist 1 0.0 1 0
Heal 0 0.0 0 0
Intimidate 4 0.0 4 0
Perception 0 0.0 0 0
Perform (Untrained) 4 0.0 4 0
Ride 1 0.0 1 0
Sense Motive 0 0.0 0 0
Spellcraft 5 1.0 1 3
Stealth 1 0.0 1 0
Survival 0 0.0 0 0
Swim -1 0.0 -1 0
Use Magic Device 8 1.0 4 3
-------------------------- Feats ---------------------------
Combat Casting
You are skilled at casting spells when threatened or distracted.
Martial Weapon Proficiency (Longbow)
You understand how to use your chosen martial weapon in combat.
Point Blank Shot
CMB Output
Eschew Materials
-------------------- Special Abilities ---------------------
Traits: Reactionary (+2 bonus to Initiative rolls) and Focused Mind (+1 bonus on Concentration checks)
------------------------ Templates -------------------------
-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 11 / 11 / 10
Initiative: +1
BAB: +0
Melee tohit: -1
Ranged tohit: +1
Fortitude: +2
Reflex: +1
Will: +2
Unarmed attack:
to hit: -1
damage: 1d3-1
critical: 20/x2
Quarterstaff:
to hit: -1
damage: 1d6-1
critical: 20/x2
Unarmed Strike:
to hit: -1
damage: 1d3-1
critical: 20/x2
--------------------- Special Abilities --------------------
------------------------- Equipment ------------------------
Name QTY LBS
Unarmed Strike 1 0lbs
Backpack (2 lbs.)
Total weight carried:
Current load: Light
Encumbrance
Light: 30
Medium: 60
Heavy: 90
--------------------------- Magic --------------------------
Sorcerer Spells
SPELLBOOKNAME0
Level 0
Detect Magic (Divination)
Saves: None DC: Casting: 1 standard action
Duration: Concentration, up to 1 minutes [D] Range: 60 ft. Components: V, S
SR: No Effect: Detects spells and magic items within 60 ft. Target: Cone-shaped emanation
Disrupt Undead (Necromancy)
Saves: None DC: Casting: 1 standard action
Duration: Instantaneous Range: Close (25 ft.) Components: V, S
SR: Yes Effect: Deals 1d6 damage to one undead. Target: Ray
Ray of Frost (Evocation)
Saves: None DC: Casting: 1 standard action
Duration: Instantaneous Range: Close (25 ft.) Components: V, S
SR: Yes Effect: Ray deals 1d3 cold damage. Target: Ray
Read Magic (Divination)
Saves: DC: Casting: 1 standard action
Duration: 10 minutes Range: Personal Components: V, S, F
SR: Effect: Read scrolls and spellbooks. Target: You
Level 1
Mage Armor (Conjuration)
Saves: Will negates (harmless) DC: 15 Casting: 1 standard action
Duration: 1 hours [D] Range: Touch Components: V, S, F
SR: No Effect: Gives subject +4 armor bonus. Target: Creature touched
Magic Missile (Evocation)
Saves: None DC: Casting: 1 standard action
Duration: Instantaneous Range: Medium (110 ft.) Components: V, S
SR: Yes Effect: 1 missiles that do 1d4+1 damage each. Target: Up to five creatures, no two of which can be more than 15 ft. apart
------------------------ Description -----------------------
Height: 5' 8" Weight: 140 lbs. Gender: Male
Eyes: Purple Hair: White,Long Skin: Pale white
Dominant Hand: Right Quirks: ,
Speech style: Quotable:
Full Description
Background

CountVander |
Do you know what bloodline you are taking, there are several which can be of advantage to you. I prefer the aberrant one myself, for you get a ranged touch attack right off the bat, and since you are going with range, fits well with your character model. If you know a way to increase your dex, that will be of use as well, since it is both defensive and offensive in the case of the sorcerer. Other than that, a few flaws to increase your feats at first, and some background goodness, and he/she/it is ready to go!

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Looks good. There would be a few things I would change as personal taste more than anything else.
First I would drop your Strength to 8, as the penalty is the same, though you lose a few pounds of weight. Take the point and add it to your Dex. As this will give you a +2 bonus, which is good for Armor Class, and your attack for both range weapons and range touch attacks, like all your ray spells.
Second I would drop the Longbow for a light crossbow, as the crossbow doesn't use a feat. By freeing up the feat you could take toughness, which is 3 hit points + 1/level (Mighty for a Sorcerer), or I would take weapon focus (range touch), to give you a +1 bonus to hit with range touch attacks.
I am sure I am missing something, but it escapes me at this time.

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The way I look at it a plus 1 or 2 to con won't make much difference for a Sorceror. If I am doing my job right and so is our tank then hopefully I won't be getting hit much. What stat layout do you suggest for the High Fantasy (20 point) buy?
Take a look at this for a Sorcerer.
Cordelia CrichtonI sacrificed Point Blank Shot and Precise Shot at lower levels, but with her 14 CON and Toughness, at 3rd level she has higher hp than the party's Ranger...
Weapon Finesse is something you can look at as well, since with Ranged Touch Attacks you are going off a DEX Build and this can sometimes help if somone decides to bring the fight to you. Especially if you are going to be throwing in some levels of Fighter and go for a Combat Build.
Alternatively, you can also see this character as well, Yarden Talazac who is an Infernal Sorcerer/Fighter. She'll be getting Toughness as her next Feat.

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Second I would drop the Longbow for a light crossbow, as the crossbow doesn't use a feat. By freeing up the feat you could take toughness, which is 3 hit points + 1/level (Mighty for a Sorcerer), or I would take weapon focus (range touch), to give you a +1 bonus to hit with range touch attacks.
If I am not mistaken, the Martial Weapon Proficiency Long Bow is coming from the Beta bonus for humans. They get 1 martial weapon as printed in the beta. So you can't swap it out for anything other than another Martial Weapon. Long bow is fine. Just don't go to crazy down the road on enhancing that bow. Eventually your BAB will fail to rise enough that you will find that using the bow is not that beneficial. Especially when compared to the fact that along that same time you now have so many spells that you can afford to use Ranged Touch every time you consider using the bow.
Don't get too caught up in building the "Perfect" sorcerer. Everyone's Perfect Character is slightly different. With the Sorcerer it is just important that you pick a theme and stick to it. If it is Ranged touch go with that. If it is Enchantments go with that. Just make sure that you get the spells that fit your theme and have fun. Over time don't hesitate to use some of your lower slots to give you a few options for when your theme just doesn't work. For instance an Enchanter will want some lower Area of Effect or a Magic Missile or something eventually so they can still do stuff when Enchantment is not an option.
Also, don't hesitate to grab up wands and scrolls as you find them or are able to purchase them. A few usable's can increase your fun and cover some of those situations where you just don't have a good answer in your head.

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deathboy wrote:
Second I would drop the Longbow for a light crossbow, as the crossbow doesn't use a feat. By freeing up the feat you could take toughness, which is 3 hit points + 1/level (Mighty for a Sorcerer), or I would take weapon focus (range touch), to give you a +1 bonus to hit with range touch attacks.If I am not mistaken, the Martial Weapon Proficiency Long Bow is coming from the Beta bonus for humans. They get 1 martial weapon as printed in the beta. So you can't swap it out for anything other than another Martial Weapon. Long bow is fine. Just don't go to crazy down the road on enhancing that bow. Eventually your BAB will fail to rise enough that you will find that using the bow is not that beneficial. Especially when compared to the fact that along that same time you now have so many spells that you can afford to use Ranged Touch every time you consider using the bow.
See I knew I was missing something there. Good catch Brute.

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I like the spell selection, but then I like the Color Spray, Sleep and Ray of Enfeeblement spells also. With a Ranged touch as an At will power, I might drop the Magic Missile for now and add the Sleep spell. Eventually Sleep becomes useless as you won't face creatures of 4hd or less. That is when you could drop the Sleep spell and replace it with Magic Missile (if you haven't picked up M. Missile yet) But that would be what I would do with that Sorcerer. Do what you want. With the at-will you won't ever have to worry about having a spell that doesn't work for you for long, you just use the at-will until you can replace the spell that isn't working. Eventually you get to swap some out here and there.

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Since you get a ranged attack that does 1d6 damage (ranged touch, so your point blank shot applies), you may want to drop magic missile for now and take something like colour spray. It's one of the most effective save or suck spells at low levels. Your combat casting makes this a particularly viable choice. (darn it! Ninja'd)
The abberrant bloodline is really well set up for delivering touch attacks, so you may want to keep that in mind when selecting spells. Touch of Fatigue is a great cantrip to add to your repetoir once you get the reach ability. Weapon Finesse can also become a boon for you with your long, noodly arms. :) Conveniently, you get a feat at the same level you get the reach ability.
Ultimately, you need to choose spells carefully, since you can't change your list as often as the wizard. I like to have one attack spell per level max (not including bonus ones), and then use the rest of your slots for save or suck, terrain control/action denial, and buff spells.
Just my random thoughts, good luck!

DM_Blake |

I would drop the CHA to 16 and bump the DEX and CON. INT is to taste, but really not needed.
Spells: drop what you have. With limited spell selection, you want more mileage from what you have. Color spray, sleep, and grease are great at low level. ray of enfeeblement never becomes useless.
I disagree with the 16 CHA.
When it comes to magic, save DC is king. Deliberately and permanently reducing your save DC on every spell you ever cast until you retire or die is not much worse than a fighter insisting on fighting with one hand tied behind his back.
I would leave it at 18.
I do agree with the Int. There really are not so many skills a sorcerer needs.
Sure, it's cool to be able to spot traps before the rogue, but do you really need to? It's cool to know more about Knowldege (History) than the wizard, but do you really need to?
You keep Spellcraft at max, Knowledge (Arcane) near max, and you still have at least one point per level to put into various bonus areas, like a point into Diplomacy or Sense Motive or Perception or Ride, just for flavor.
Those INT points can go better into DEX so you can hit more often with rays and with your longbow.

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[]
I disagree with the 16 CHA.
When it comes to magic, save DC is king. Deliberately and permanently reducing your save DC on every spell you ever cast until you retire or die is not much worse than a fighter insisting on fighting with one hand tied behind his back.
I would leave it at 18.
I agree with this. And the dex being as high as possible is the other side of the coin. The Ranged touches need to hit to work and the Save spells need to have as high a Save as possible. I have seen a very viable enchanter sorcerer; he pounded the Cha, took Spell Focus and Greater Spell focus and then just kept casting the same spell over and over again till it worked. Also took a couple of low level attack spells to tide him over when the combats involved unenchantables. It's all about finding your niche and pounding at it. Let other's cover the rest of the problems.

stuart haffenden |

I disagree with the 16 CHA.
When it comes to magic, save DC is king. Deliberately and permanently reducing your save DC on every spell you ever cast until you retire or die is not much worse than a fighter insisting on fighting with one hand tied behind his back.
I kinda agree with this but Spell Resistance is of far more concern to spell casters than DC's [depending on build]. Having a high DC is fine if your spell effects the target. High DC's are king if you focus on "save or suck/die" spells but there are many ways to skin a cat, you don't have to disintegrate everything!
Take the Feats Spell Penetration and Greater Spell Penetration as early as possible. You may not see monsters with SR early on but if you wait too long you will regret it! I would recommend these Feats around levels 5-9. Be Prepared for SR! Mark my words!!

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Very interesting thread, seeing other's build priorities. :)
My take:
Things you may have missed
When you take a level in your favored class, you gain either +1 hp / lvl or +1 skill point / lvl. As a human, you can choose any favored class. I suggest sorceror. This removes you need for high intelligence. This helps you build greatly!
I never leave odd numbered stats unless necessary for feats.
Some similar stat options:
Str:8, Dex:16, Con:12, Int:10, Wis:10, Cha:18
This maxes your ranged attacks and touch AC, leaving most things average, with a small boost in Con for hit points.
Str:8, Dex:14, Con:12, Int:10, Wis:8, Cha:20
This maxes your spellcasting, severely limiting your other stats. You get a higher DC and an extra first level spell. It relies on your high will save progression to eat the wisdom penalty.
Str:8, Dex:14, Con:14, Int:12, Wis:10, Cha:18
This is a less focussed stat array - you'll have another skill point to spend, and have a little more in the way of hit points.
Str:10, Dex:14, Con:14, Int:10, Wis:10, Cha:18
This is a less focussed stat array - you won't take a damage penalty on using your longbow, and can carry a bit more. You'll also have a little more in the way of hit points.
Feats
I would not take Combat Casting - especially as you're focusing on ranged casting and combat. Spell levels (and the concentration check DCs) rise 1 every 2 levels. Your Spellcraft rises 1 every level. You will catch up quickly. Simply use 5' steps in combat to avoid attacks of opportunity, and cast from range to minimize the issue. I would spend that feat on Precise shot. This increases your offensive effectiveness greatly.
When you fire a ranged attack (whether spell or missile) into a melee brawl, you take a -4 to your attacks. Taking Point Blank Shot and Precise shot will allow you to shoot at enemies engaged in melee with your allies at a +1 (+2 within 30') rather than a -3 (-2 within 30') to hit, with your current stats. A situational +4 to a skill is not going to be nearly as useful to you.
Spells
I would like to respectfully suggest Shield instead of Mage Armor as a known spell.
Mage Armor at low levels will last for 1 hour/level. At 4th level this means you'll only have to cast it twice and it'll last the whole adventuring day - very nice. Shield lasts 10 minutes/level - you'll always have to be recasting it. But Mage Armor can be approximated by Bracers of Armor...Shield is less easily replaced by items. And at low levels you'll have to probably cast Mage Armor 1/battle anyway. Why not use Shield, and when you first get Bracers of Armor +1, you'll have +5 to AC, instead of the same old +4. It would be a harder choice for me as a wizard, given the relative paucity of spell slots available / day. But as a sorceror, I'd choose Shield every time! It also blocks magic missile!
I would also switch Magic Missile out for another spell. Your bloodline ability already has a single target ranged attack. I would suggest something that affects more enemies. Some options:
Grease This can be cast on a 10' area to make enemies fall down / find it difficult to advance. This is very good for "funnelling" enemies, protecting your flanks. It can also be cast on an object to make it difficult to pick up. You can try to cast it on a nasty fighter's weapon, an evil cleric's holy symbold, to attempt to stop them from using it against your allies. Will not be as effective against rogues, rangers, monks and bards with high reflex saves or some ranks in balance.
Charm Person This turns enemies into friends. You can't use it as well in combat, but if your save is high enough it can still be useful. Very useful for information gathering outside of combat.
Sleep Often wins low level battles. You'll want to switch this out at 4th level, however.
Color Spray nearly identical to Sleep, except you have to be a lot closer to get the enemy, and enemies that make the save cannot remove the effects from their allies as they can wake them from sleep.
Ray of Enfeeblement This is another one target effect, but it takes advantage of your bonuses to ranged combat. Mostly useful against heavy fighters, but will lower melee and ranged weapon damage for everyone. Does not stack on a single enemy!

Papa-DRB |

I agree with all the Jess Door said, and want to add another vote for the Grease spell. I am the DM, and one of my players (Bard actually) uses it with great effectiveness against opponents, especially the cannon fodder that I throw against them to protect the BBEG, even with them at 5th level.
While he will be swapping sleep out at the next level, he is keeping grease.
-- david
Papa.DRB

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I agree with all the Jess Door said, and want to add another vote for the Grease spell. I am the DM, and one of my players (Bard actually) uses it with great effectiveness against opponents, especially the cannon fodder that I throw against them to protect the BBEG, even with them at 5th level.
Amazing coincidence! My bard makes significant use of Grease and Glitterdust to control enemy goons. One of the things they're good at. :)

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I'll just throw in one extra bit of advice:
Halflings.
They make excellent Sorcerers. +2 Dex and Cha, which are two of the most important abilities, and -2 on Str, which you don't need anyways. Between that and your small size you get +2 AC, greatly improving survivability. That also gives you +2 on ranged touch attacks.
All that at the expense of not having your choice of favored class, so you're down 1 hp or skill point/level. Your other disadvantage is 20ft speed, but since you're doing stuff at range anyway that's less of an issue. Oh, and you lose the human extra feat.
Personally, I think it's totally worth it to go halfling...but I just like halflings. Some people don't.

Chovesh |

Two first level spells that are totally overlooked are
Enlarge Person
True Strike
Enlarge Person
Is particularly good in that it not only buffs other party members by adding to their strength, but it extends their reach such that opponents may trigger attacks of opportunity before every hitting your allies.
FURTHERMORE, if you are standing inside a group of 10x10' creatures, it is very hard for enemies to hit you as they are more focused on the behemoth in front of them.
True Strike is particularly good if you get the Scribe Scrolls feat which will allow you to always have enough Enlarge Person spells available, thereby freeing you to use "True Strike' to take some oversized weapon (-2) that you are not proficient in (-4) and which might have a 19-20 Crit range (15% chance) and STILL hit your target at the early part of the fight. When you finally can cast Scorching Ray (2nd level spell) you make sure the first shot (4d6) almost never misses. Scrolls you make of True strike can be very effective.
The other thing to consider is that taking a martial reach weapon proficiency if you are going to be standing behind a bunch of 10' tall allies, and simply making meele touch attacks with your weapon using the "Aid" combat manouver to give your allies +2 to hit or to their AC. To bad the "Combat Tutor" feat has been taken out as it added twice that.
Of course a Sorcer is now given an unlimited number of special attacks like acid rays (depending on their bloodline).
Enlarge Person is a great party buf spell, and if you can find a wand of it.....

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Two first level spells that are totally overlooked are
Enlarge Person
True Strike
These are both excellent spells. The only reason I didn't choose to suggest them is because a level 1 Sorceror knows 2 1st level spells.
One should undoubtedly be defensive.
with Bloodline abilities, you can get away, that first level, without an offensive spell.
So I prefer to go for crowd control. :)
I prefer true strike for a wizard, as spells known are not as precious a resource for them. Enlarge Person is always valuable if you have a strength based melee guy in your party - I would submmit it is an excellent 3rd first level spell known. But I would prefer grease or sleep or color spray over Enlarge person, personally.
It greatly depends on party makeup, however. if you have anothe rcharacter with battlefield control spells available, then by all means, buff the melee into a wall of flesh between you and offensive monsters!

Chovesh |

The only reason I didn't choose to suggest them is because a level 1 Sorceror knows 2 1st level spells. One should undoubtedly be defensive. with Bloodline abilities, you can get away, that first level, without an offensive spell.
I've come to a conclusion, one that I'm not 100% committed to, that a sorcerer with a defensive spell is wasting his limited capacity to add an extra 20% to his defense which is miserably low anyway.
A ray of enfeeblement, or prismatic spray can have a major impact on the dynamics of the fight, but 'shield'/'mage armor' are better left for scrolls/potions at low level. Meanwhile, 10 rounds of an ally having reach and +1 to damage means that he can take attacks of opportunity more often while limiting the tactical opportunities available to the opponent.
While it is also true that some enemies will target the mage first, it should be noted that at lower levels, the mage usually uses up his allotment and then is no longer a threat. The 10' tall allies (of a gnome or halfling sorcerer, in particular) are going to have him covered via AoO's becasue of their extended reach.

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I've come to a conclusion, one that I'm not 100% committed to, that a sorcerer with a defensive spell is wasting his limited capacity to add an extra 20% to his defense which is miserably low anyway.
That is a valid strategy, but it really depends on the player and the group's makeup. :)

concerro |

DM_Blake wrote:[]
I disagree with the 16 CHA.
When it comes to magic, save DC is king. Deliberately and permanently reducing your save DC on every spell you ever cast until you retire or die is not much worse than a fighter insisting on fighting with one hand tied behind his back.
I would leave it at 18.
I agree with this. And the dex being as high as possible is the other side of the coin. The Ranged touches need to hit to work and the Save spells need to have as high a Save as possible. I have seen a very viable enchanter sorcerer; he pounded the Cha, took Spell Focus and Greater Spell focus and then just kept casting the same spell over and over again till it worked. Also took a couple of low level attack spells to tide him over when the combats involved unenchantables. It's all about finding your niche and pounding at it. Let other's cover the rest of the problems.
I agree with this also