Sorcerer Help


General Discussion (Prerelease)


Our group is starting a Pathfinder OGL beta rule game, probably updating once the release happens. I was wondering what people thought of Sorcerer, especially the abberant, arcane, elemental, and fey bloodlines. Also good spells, races, feats, etc. As far as I know, any 3.5 stuff will be allowed will small changes (like d4 HD -> d6 HD).

Any positive comments (read: advantages for choosing)on other bloodlines would be nice as well. The only ones i don't really want to choose are Draconic, Abyssal and Undead. Melee attacks aren't my bag.


Generic_PC wrote:
The only ones i don't really want to choose are Draconic, Abyssal and Undead. Melee attacks aren't my bag.

That's too bad. I have an Abyssal Sorcerer build I'd like to see run, and it doesn't look like I will get the chance any time soon...

Anyway.

I'd say the "old standby" would be an Elemental Sorcerer. The built in abilities and bonus spells make sure you are geared towards combat, leaving you more flexibility in your spell selections. You can fill in as you like, and usually take some much needed utility spells without having to scrimp on anything.

If you have an urge to play a slightly mad character, I think the Aberrant 'line could be really enjoyable. Of course you don't need to play your character as mad... It just fits well.

If you're looking for a powerful defensive spellcaster, I'd suggesting gearing your character towards Initiate of the Sevenfold Veil PrC (from Complete Arcane) if it will be allowed. I've only had time to putter around with it a few times, but I really enjoyed the ability to keep my character safe, and even the rest of the party.

I can't really suggest more without appearing like I am shoe horning you in to a particular concept, so let me know what some of your character interests are.


I'm really not too worried about what kind of sorcerer I play. We have a Fighter, Scout, Favoured Soul and Me. I want to be a Sorcerer cause the bloodlines look cool, mostly.

To elaborate on my not wanting to play Abyssal, Draconic or Undead, Sorcerers aren't exactly melee monsters at low levels. any levels. 1d6 claws (or 1d4, i guess) do not a fighter make. I could see doing it at higher levels, but starting at level 1, with 4 1st level slots (5 if i get a Cha bonus) it seems really really bad. especially since our DM is fond of 4-7 encounters a "day".

However, I am open to those bloodlines, just like I'm open to Fey (which is melee touch to disable for 1 round); If you want to tell me about your idea.

Something I noticed: Scorching Ray (really good in 3.5) would probably be better if it was Acid or Electricity (less resist/immune, although less vulnerable too), which would work with Air/Earth elemental


I wouldn't completely stop looking at those "melee" bloodlines though... some of those later level abilities are nice for non melee work (summoning an extra creature for example of your highest level summoning spell basically gives you an extra conjuration spell), and the immunities can be nice.

Aberrant is good for a sort of "polearm" sorcerer... those touch attacks from 10~15 feet away are just about as good as a ray (farther if you use enlarge person first), and wings from several bloodlines means that you won't need magical flight (indeed in most cases you could fly even in an anti-magic field).

With the elemental bloodline even when you get the elemental version of a spell (say like cold burning hands) you could still take the normal burning hands too.


Generic_PC wrote:
However, I am open to those bloodlines, just like I'm open to Fey (which is melee touch to disable for 1 round); If you want to tell me about your idea.

I'll share it. I don't plan characters down to the very last detail, so this will seem a bit "empty" compared to other listings you might find.

This was intended for a Human Sorcerer to use Weapon Training (which we are fairly certain doesn't exist in the final) to be proficient with an Earthbreaker, but it can easily be used for the claw attacks.

Focus on the enlarging line of spells:

enlarge person, giant form as soon as you can get it. Don't forget to get haste, and heroism. Buffing is your friend. And contingency is really useful. I'd recommend using it to trigger stone skin when you cast transformation.

A key feat is Quicken Spell, to help you get set up. Giant form into a Troll when you can, Quicken heroism. Quickened haste and transformation to trigger stone skin.

If you go the Earthbreaker route with the Overhand Chop feats it can get quite disgusting for a sorcerer. But it should do quite nicely with even the claws.

And this leaves enough open for you to sub specialize in whatever areas you like. I'd recommend summoning spells, particulary of the third level and higher variety. Devils would do nicely due to the Abyssal nature of the bloodline.

Just remember, once you cast transformation you can't cast anymore spells. Make sure that is the last spell you cast to buff yourself.

RPG Superstar 2011 Top 32

I have a Fire Elemental Sorceress. She started out as a regular 3.5 sorcerer, and we migrated to the Pathfinder Beta rules partway through the AP (RotRL). I went for the Fire Elemental, because during play, she had rapidly gravitated toward fire spells and a delight in burning things down ::chuckle:: So that made that an easy choice for me :)

I've only played her a couple of times now as the Beta version, but I very much like what she can do and am looking foward to the abilities that will be appearing down the line.


Abraham Spalding wrote:
... and wings from several bloodlines means that you won't need magical flight (indeed in most cases you could fly even in an anti-magic field).

Not true, I'm afraid. An anti-magic field blocks spell-like and supernatural abilities just as much as it does actual spells, and as all of the wings and movement abilities are supernatural they won't work.

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