| roguerouge |
I've got a brass draconic bloodline sorcerer 11 that I'm building to play in a core-only module. I'm having trouble with the feats, though. There don't seem to be many for this class.
I'm not happy with what I've taken, which are:
Princess (trait)
Combat Casting (human bonus feat)
Defensive Combat Training
Empower Spell
Eschew Materials (class bonus feat)
Improved Initiative
Silent Spell
Spell Penetration
Still Spell
Toughness (bloodline feat)
Got any suggestions? Anything helps.
If it helps, these are my spells:
LEVEL 1 –Charm Person, Grease, Mage Armor, Magic Missile, Protection vs. Alignment, Shield.
LEVEL 2 – False Life, Glitterdust, Invisibility, Resist Energy, Scorching Ray, Web.
LEVEL 3 – Dispel Magic, Fireball, Fly, Haste, Major Image.
LEVEL 4 – Black Tentacles, Dimension Door, Enervation, Fear.
LEVEL 5 – Spell Resistance, Summon Monster V, Wall of Force.
| Helic |
I've got a brass draconic bloodline sorcerer 11
Combat Casting (human bonus feat)
Defensive Combat Training
Empower Spell
Eschew Materials (class bonus feat)
Improved Initiative
Silent Spell
Spell Penetration
Still Spell
Toughness (bloodline feat)Got any suggestions? Anything helps.
Lose Empower Spell for starters. Still Spell is unnecessary as long as you have Silent Spell to cast Dimension Door (Verbal only spell that'll get you out of bondage), and you have DCT to help you avoid being grappled anyways.
I'd suggest taking Extend Spell - you've got lots of spells that can benefit from it.
Morgen
|
It's always a bit hard for sorcerers when it comes to feats. I definitely wouldn't lose Empower Spell, since you've got the spell slots to boost up your lower level attack spells. Combined with your bloodline, empowered scorching rays from you will be particularly nasty.
I'd say Silent and Still meta-magics could easily be replaced with cheap meta-magic rods given how often you might need to use them. Nab a meta-magic rod of lesser extend as well. 9k in gold for all three and they cover 1-3rd level spells 3 times per day. Grab Point Blank Shot and Precise Shot with the freed up feat slots to guarantee your going to touch whatever you aim rays at.
Might want to switch out something for Acid Arrow at 2nd and Waves of Fatigue at 5th, just to diversify your available damage types and give you a really nasty debuffing spell.
You've got about 75 damage to a single target on average from an Empowered Scorching Ray and about 62 damage from your average Empowered Fireball so that's not bad at all.
You'll need to think about what your going to do when you hit fire immune stuff and golems really, and that's about it. You can Black Tenticle a golem, Acid Arrow a golem and all that so you should be alright.
| Remco Sommeling |
damage for fire spells will be a biot higher imo since the +1 dmg per die will be counted before empower I think,a t least I would count it before, ofcourse averaging damage on scorching ray is a bit tricky since it depends on attack rolls.
Acid arrow.. really, the spell deals really low damage or otherwise too slow to matter in most battles, hardly worthwhile imo
summon monster V or wall of force for waves of fatigue.. still a tough call.
I assume he took still and silent spell to cast spells sneakily, might want to check with your GM if that is possible if that is so, if not neither of them are really worth a feat I think. A metamagic rod will give you silent spell in the rare case you need it and otherwise still have a breathweapon as back-up.
quicken spell might be worth considering at this level and will be very good choice when you are lvl 13 otherwise.
Morgen
|
Acid Arrow is long range, deals acid damage, allows for no saving throw and is not subject to spell resistance.
A single Empowered Acid Arrow will deal about 30 points of acid damage on average over 4 rounds. Not spectacular by itself but that's 30 damage against an Iron Golem and it's more for 1 casting then you'll push out of an Empowered Magic Missile against something immune to fire. That's from almost 3 football fields away if need be too.
It's more about diversification then being spectacular. The OP should have something that deals not fire damage and is able to damage magic immune things. One could probably ditch Web pretty easily for it give the amount of battlefield control spells the OP has already picked.
Since battlefield seems to be the way they're going, I'd say drop Summon Monster V for Waves of Fatigue.
| Remco Sommeling |
Acid Arrow is long range, deals acid damage, allows for no saving throw and is not subject to spell resistance.
A single Empowered Acid Arrow will deal about 30 points of acid damage on average over 4 rounds. Not spectacular by itself but that's 30 damage against an Iron Golem and it's more for 1 casting then you'll push out of an Empowered Magic Missile against something immune to fire. That's from almost 3 football fields away if need be too.
It's more about diversification then being spectacular. The OP should have something that deals not fire damage and is able to damage magic immune things. One could probably ditch Web pretty easily for it give the amount of battlefield control spells the OP has already picked.
Since battlefield seems to be the way they're going, I'd say drop Summon Monster V for Waves of Fatigue.
Usually there will be other spells to cast a haste, dispel magic or fly might be much more useful.
Spell resistant creatures is a good point I guess, I generally do not use the non-spell resistant, damaging spells.. doesn't make much sense even if acid arrow damage isnt great, it started the trend to make conjuration magic better for blasting than evocation in 3.5, different thread I suppose xD. (also I use hardness instead of DR for golems, prevents them being owned by smacking them with torches among others)
| Gerald |
I am a fan of Heighten Spell feat for Sorcerors. That way your lower level spells still retain some usefulness.
Just personal preference, but I would drop Fear, and pick up a Wall spell at 4th level. Drop Wall of Force, and add either Magic Jar, Teleport, or maybe Cloudkill in that empty 5th level slot. Once again, that's just my leanings toward the spells.
| james maissen |
Got any suggestions? Anything helps.
Sorcerers in general are best build organically.
There is not a best sorcerer spell list or the like.
If you try to build a sorcerer thinking it is a wizard then you will come to the conclusion that sorcerers are inferior. While they happen to share a spell list they are really different classes. It's just the case that many people pick one when they really should be playing the other.
So all that said, what are you envisioning for the character?
You will want to answer this first and foremost.
Afterward you will want to build the feats, spells known and spells via item out together.
One of the other posters was picturing you using still spell just to escape grapples. If that's the case you might consider items to get out/avoid grapples. Meanwhile it might be that you are seeing a different use, or you're just hard pressed for feats to take.
Perhaps after you've got a good idea of your sorcerer, you will want to talk with your DM about them allowing paizo-made feats outside of the core books.
-James
| roguerouge |
Basically, the character's for a one shot module for 11th level characters. I don't plan to use it again after that.
The party's got: Rogue 11, Monk 11, Barbarian 11, Wizard (evoker) 11, Paladin 11, Cleric 11 with sun and glory domains.
I don't anticipate that the party's going to have trouble doing damage. My damage-dealing spells are purely backup spells.
Thus far the advice has been to drop Still spell, Extend Spell, and Silent Spell, with suggestions of Greater Fortitude, Heighten Spell, and Extend Spell. I'm concerned about Extend Spell, as I have so many 1st level spell slots (14, due to splurging on a ring of wizardry 1).
Other items include: boots of elvenkind, belt of dex +2, Headband of charisma +4, cloak of resistance +3, ring of counterspells, efficient quiver, handy haversack, eyes of eagle, boots of elvenkind, hat of disguise, and lots of wands (fully charged: magic missile CL 9, Cure light wounds; half charged: endure elements, unseen servant, enlarge person, darkvision, blindness.)
If you're talking about rods instead of feats, I'd love suggestions on what to drop in my items list.
It's core-only, so I cannot have any 3PP or fan-created feats.
| Firest |
Basically, the character's for a one shot module for 11th level characters. I don't plan to use it again after that.
The party's got: Rogue 11, Monk 11, Barbarian 11, Wizard (evoker) 11, Paladin 11, Cleric 11 with sun and glory domains.
I don't anticipate that the party's going to have trouble doing damage. My damage-dealing spells are purely backup spells.
Thus far the advice has been to drop Still spell, Extend Spell, and Silent Spell, with suggestions of Greater Fortitude, Heighten Spell, and Extend Spell. I'm concerned about Extend Spell, as I have so many 1st level spell slots (14, due to splurging on a ring of wizardry 1).
It looks like your party already has a wizard for blasting and a cleric for buffing, so I suspect your best role would be battlefield control. You already have great spells for that in grease, web, and black tentacles, but I echo taking cloudkill as a fifth level spell, and also suggest taking telekinesis at fifth as well.
As has already been suggested, taking Heighten spell will make your battlefield control spells harder to dispel, and I'd add Widen spell so you can catch as many enemies as possible.
| Anonymous Visitor 163 576 |
Many of your spells are conjuration spells. Furthermore, they work or not based on the saving throw DC.
So, I'd grab spell focus conjuration right away. I'd follow it with a +1 for Imp. Initiative, since that will help you place battlefield control spells, and not have to worry about hitting your guys.
Are you allowed 3.5 feats? If so, Sculpt spell is a no-brainer.
| roguerouge |
Many of your spells are conjuration spells. Furthermore, they work or not based on the saving throw DC.
So, I'd grab spell focus conjuration right away. I'd follow it with a +1 for Imp. Initiative, since that will help you place battlefield control spells, and not have to worry about hitting your guys.
Are you allowed 3.5 feats? If so, Sculpt spell is a no-brainer.
I'm not allowed 3.5 feats, but I do have improved initiative.
The spell focus feat is tempting, but I'd have to take a conjuration spell which allows a save above 2nd level. That would either be cloudkill or stinking cloud. That might be worthwhile.