| stringburka |
I'm new to Pathfinder and I'm interested in a battle sorcerer build with raw power. Any suggestions?
What point buy?
Race: Any with a Cha boost. I'd say Gnome is the best one, with + to illusion DC's.
As a rule of thumb, put stats in this order for sorcerer:
Cha, Con, Dex, Int, Wis, Str. Some people might want to swap Int and Wis.
On bloodlines I think Arcane is a solid choice. It's good straight through.
Avoid blasting (fireballs and the like). They're not always worthless, but more often than not there's something better to do. Load up on crowd control spells, and have a few good buffs and debuffs. Great low-level spells include:
1 - Grease, Color Spray, Sleep, Mage Armor. I'd probably take Color Spray or Grease, and Mage Armor as highest priority.
2 - Glitterdust, Fog Cloud, Darkness. Gust of Wind and Control Undead are good in the right campaign with the right DM.
3 - Haste, Fly, Slow, Sleet Storm.
| Cyxodus |
While aimed for DnD 3.5, I'm wondering if this article would be of use?
Should I go with human or elf? What does everyone think about these builds from the article?
Str 10, Dex 14, Con 13, Int 12, Wis 8, Cha 15. High will save covers low Wis a little, high Dex helps with ranged attacks and AC. And for role playing flavor, low Wis and high Cha might be an interesting mix. Your mileage may vary, of course.
Another poster did the following with the stats available:
Str 12, Dex 14, Con 10, Wis 13 (for extra spells), Int 8 (she's human, right? otherwise the con may be 8), Cha 15
- essentially a more caster orientated build.or
Str 13, Dex 14, Con 12, Wis 8, Int 10, Cha 15 (more combat oriented design)
These placement of stats shows where the emphasis should be.
Despite your combat abilities, your single most important stat is charisma. It controls your spellcasting abilities, and with your comparatively slow progression, it becomes all the more important to compensate by maximizing your potential.
After that, Dexterity becomes particularly useful. Often you will be attacking at range, and having a high Dex only improves your chances with your decent BAB. Included is a improved armor class that will allow you to survive just about anything. It also improves your Reflex save (which is one of your poorer saves).
After that, it's a matter of taste. If you are going to be more likely to wait into the thick of things, it's a good idea to have descent strength and constitution. However, if you have to choose, go with constitution. A low strength score can be compensated with spells and/or special abilities. extra hit points are hard to compensate for as well as a better fortitude save.
Unlike wizards, Intelligence and wisdom can be dump stats, if you simply have nowhere else to put a low attribute. Human's additional skill points will compensate for a low intelligence, and the natural will saving throw of sorcerers can compensate somewhat for a low wisdom.
| stringburka |
Elf is probably a suboptimal choice, since you really want +2 Charisma. Half-elf, Human, Half-orc and Gnomes get that bonus. IIRC, Pathfinder Society is 20 pt buy, so I think you can afford at least an average Wisdom.
Personally, if I were to optimize, I'd start her out as this:
Gnome Sorcerer
Str 6 (including -2 gnome)
Dex 14
Con 16 (including +2 gnome)
Int 12
Wis 10
Cha 18 (including +2 gnome)
Strength is the ultimate dump stat for you, since it only really affects encumbrance (get the big stupid fighter to carry your extra socks), climb and swim checks (fly, here I come) and strength checks to kick down doors (don't).
You'll only get 3 skill points, so I'd take
Spellcraft 1 (+5)
Knowledge Arcana 1 (+5)
Bluff 1 (+8)
On 2nd level I'd put a point into Use Magic Device, but you won't need it at level 1.
For feats, Improved Initiative at level 1 and Toughness at level 3. Spell Focus (Illusion, Transmutation, Enchantment) are all decent, and Augment Summoning is good too.
For spells at level 1, I'd take Prestidigitation, Detect Magic, Light, Daze, Color Spray and Mage Armor.
| Thazar |
For a society game I would recommend a gnome fire elemental sorc. Fire makes for a good blaster and the extra hit points and size modifiers to attack and AC will help. All together that would be a good battle sorc.
Halfling would work well too, but the gnome extra spells adds a bit more flexibility in my opinion.
Now if you wanted to be a brutish type of battle sorc and not just a blaster then Half-orc or human would be the way to go. Give yourself a low INT and put some more focus on STR. Then select Draconic as a bloodline.
| Kierato |
(Name Here)
Male(or Female) Halfling Sorcerer 1
N Small Humanoid (halfling)
Init +3 Senses Low-light Vision, Perception +3
Defences
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 8 (1d6+2)
Fort +2 Ref +3 Will +4; +2 vs. Fear
Offense
Speed 20 ft
Melee Spear +0 to hit, (1d6-1/X3)
Ranged Light Crossbow +3 (1d6/19-20)
Special Attacks Elemental Ray +3 ranged touch (1d6 electricity)
Sorcerer Spells (CL 1) Save DC=13+spell level; Concentration +4 (+8 when Casting Defensivly
Spells per Day 1: 4
0: Detect Magic, Dancing Lights, Acid Spalsh, Daze
1: Mage Armor, Magic Missile
Statistics
Str 8, Dex 16, Con 13, Int 8, Wis 12, Cha 17
Base Atk +0; CMB -2; CMD 11
Feats Eschew Materials, Combat Casting
Skills Spellcraft +3, Acrobatics +5 (+1 for jumping), Perception +3
Languages Common, Halfling
SQ Elemental (Air) Bloodline, Bloodline Arcana, Elemental Ray 6/day
Combat Gear 20 crossbow bolts Other Gear Spear, assorted gear
| stringburka |
(Name Here)
First off, con is generally better than dex unless heavily into rays, which usually aren't that good (enervation being the exception imo). Secondly, that character's offensive output against say a gang of goblins will be 3.5 guaranteed damage, compared to the fighter who will not only be able to take more bashes, but also will have a good chance to do say average 14 damage per turn. Swap magic missile for sleep or color spray and you will take out two or three goblins in a single turn!
And combat casting over improved initiative? The bloodline isn't that bad, though.Also I'd personally pick Prestidigitation or Mage Hand over Acid Splash any day. With elemental ray you'll have plenty of attacks if you want to do damage, and the ability to perform limited telekinesis is simply wonderful. Prestidigitation isn't called "mini-wish" for naught.
Good call on perception, it's a great skill, but how come +3 modifier? 1 rank +1 wis from what I can see. Acrobatics is good, but feels weird to have on a sorcerer, though one can't deny it's effectiveness.
Your skill points seem weird though. The FC bonus seems to have gone towards hit point, and with 8 intelligence you should only have a single skill point.
| Kierato |
I would rather be harder to hit (With both attacks and AoE) than to be able to take more damage (Toughness might have been a better feat than combat casting at this point).
Sleep and color spray become rapidly obsolete (not to mention color sprays short range) not to mention they are hit or miss as opposed to magic missile (which always hits).
I like Prestidigitation (one of my favorite spells) but mage hand only works on non magical, unattended objects of 5 lb.s or less. Acid splash guarantees damage (however small) at a distance all day long, useful at level 1 (admittedly useless after level 2 or 3). The cross bow would do better damage, but would be harder to hit with.
Halflings get a +2 to perception and Acrobatics (this character with a low Int only had 1 skill point).
Like all caster types this character won't come into his prime for a few more levels.
P.S. if you have access to complete arcane and the spell compendium rays rock.
| Mabven the OP healer |
(Name Here)
Male(or Female) Elf Sorcerer 1
CG Medium Humanoid (elf)
Init +2 Senses Low-light Vision, Perception +2
Defences
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 7 (1d6+1)
Fort +0 Ref +2 Will +2; +2 vs. Enchantment
Offense
Speed 30 ft
Melee Spear -1 to hit, (1d6-1/X3)
Ranged Shortbow +2 (1d6/x3)
Special Attacks Elemental Ray +2 ranged touch (1d6 electricity)
Sorcerer Spells (CL 1) Save DC=12+spell level; Concentration +3
Spells per Day 1: 4
0: Read Magic, Mage Hand, Acid Splash, Daze
1: Grease, Color Spray
Statistics
Str 8, Dex 14, Con 11, Int 16, Wis 10, Cha 15
Base Atk +0; CMB -1; CMD 11
Feats Eschew Materials, Point Blank Shot
Skills Knowledge (Arcana) +7, Spellcraft +7, Use Magic Device +6, Appraise +7, Knowledge (Plains) +7
Languages Common, Elven, Celestial, Draconic, Goblin
SQ Elemental (Air) Bloodline, Bloodline Arcana, Elemental Ray 6/day, Immunity to Magic Sleep, +2 Caster level checks vs. Spell Resistance
Combat Gear 60 Arrows Other Gear Shortbow, 5 torches, assorted gear
This is a sorcerer I am playing now, except we are using slightly better than elite-array for stats, and the character is now second level. He is admittedly very easy to hit, but judicious use of readied actions and his first level spells are doing a good job making sure no enemies base him.
| stringburka |
I would rather be harder to hit (With both attacks and AoE) than to be able to take more damage (Toughness might have been a better feat than combat casting at this point).
Sleep and color spray become rapidly obsolete (not to mention color sprays short range) not to mention they are hit or miss as opposed to magic missile (which always hits).
AC soon becomes more or less worthless for mages, and at low levels they shouldn't really be targeted much anyway - they keep behind the lines, and few opponents will be smart enough to go for them first. Sleep I can agree with becomes obsolete soon, but the missile is obsolete from the go - especially with the elemental ray. And it won't get better. Color spray is good until about level 5 or 6, and by that level magic missile does an average of 10.5 damage while your fighter does 30. Magic missile simply isn't worth it except as a very situational spell against incorporeals.
And by the time color spray gets useless, you'll have the chance to swap it anyway!Example: At level 6, against a CR6 opponent, magic missile will do 15% of it's hit points in damage. A 6th level sorcerer will probably have +5 Cha (18 base, +2 item), and so a DC16 Color Spray. That gives a 30%/50% (good/bad save) chance to stun the opponent for a round, and against a single opponent, that's ending the fight.
Against two CR 4 opponents it's even more useful - missile does 13% of their hit points in damage, color spray has a 40%/60% chance to stun each. The more enemies, the better color spray will get. The only up with magic missile is that it has a bit better range and that more enemies are immune to color spray, but while color spray will be situationally useful magic missile will always be bad at that point.
Acid splash guarantees damage (however small) at a distance all day long, useful at level 1 (admittedly useless after level 2 or 3).
So does the crossbow, but at a much smaller cost. And you shouldn't EVER use the 1d3 damage in combat, not even at level one. Better to buy (or make) yourself an alchemist's fire or two for the extreme situations. The guy's got 4 uses of his elemental ray, 4 uses of magic missile or a better offensive spell should you choose something that's actually going to end battles on round one, and after that 8 rounds of combat he'll still be far better of with daze than acid splash. And most non-humanoids at that level will have low natural armor, so the crossbow (which deals nearly double the average damage, with a greater crit potential) is still far better than acid splash.
Halflings get a +2 to perception and Acrobatics (this character with a low Int only had 1 skill point).
Ah, yes, sorry about that.
Like all caster types this character won't come into his prime for a few more levels.
Actually, there's nothing wrong with low-level casters if you play them right. Don't try to deal damage, that's not their schtick - it's far better to do crowd control, especially at this level. If you're afraid color spray will go obsolete before magic missile, get grease instead. It's still far better than magic missile, providing constant SA opportunities for a rogue should one be present and generally being a great debuff. At first level, throwing one between yourself and your opponent and having your team just standing there with ranged weapons might be a perfect strategy against many low-level enemies as few have ranged weapons.
P.S. if you have access to complete arcane and the spell compendium rays rock.
Yes, but they aren't allowed in PFS, in which he intended to play.
| Kierato |
Magic Missile has widely been considered one of the best (core rule book) 1st level spells since 1st edition AD&D (Mage armor being arguably the first) It always hits (barring shield, ring of shielding, or broach of shielding), has no save, affects incorporeal creatures and creatures of all types indiscriminately (Your sleep spell and color spray would be useless against constructs, plants, and undead).
and unless you only engage in 1 combat between sleep cycles(which you shouldn't) you would be going through much more than 8 rounds worth of combat, and the crossbow is better assuming the enemies do not have to high of AC (I also gave the character daze).
Grease allows a save which also becomes obsolete (Not bad at low levels, but not as good as magic missile).
And by your own argument, you shouldn't be attacked much at low levels, but when you do you'll be happier take no damage more often (or half from AoE) than being able to take more damage.
| stringburka |
Magic Missile has widely been considered one of the best (core rule book) 1st level spells since 1st edition AD&D
That may be, I don't know about 1st edition tactics since I didn't play back then, but that doesn't change that right now it sucks past 1st level, and even at 1st level, there's far better spells. Hit points have increased over the editions, and in PF, even a 1st level warrior will have more than twice the maximum damage of MM in hit points.
Sorry, Magic Missile simply doesn't cut it anymore. And sure, sleep and color spray are worthless against constructs and plants - but name a single construct or plant that you'd want to hit with a magic missile! And regardless, Grease affects undead and is still far better than magic missile (and also has circumstantial use outside of combat).
8 rounds of combat I agree is a little low, but most combats tend to last about 3 rounds, and the standard is 4 fights per day, so 12 rounds. Those last 4 rounds are easily better spent with Daze than Acid Splash. Or even with a crossbow, acid flask, or handing a potion to the fighter. Acid Splash doesn't cut it. Ever.
Name a single CR 1-3 enemy in the beastiary that you'd be better served by acid splash than by either the crossbow or daze. Look, read around a bit at the forums, read a few of the caster guides that are out there, and you'll quickly see that in PF (and in 3.5 and possibly 3.0 for that matter) blasting is suboptimal nearly all the times. If you want to do damage, you should go for a fighter. Mages are good at disabling and controlling.
The Con vs. Dex debate is more of a taste thing, really, I think. At low levels, it shouldn't be that relevant with survivability, so dex might be better due to Initiative. At higher levels, sorcerer AC will suck so hard no matter what, so you'll be better served by more hit points (as well as concealment effects and the like). I'm not saying you are wrong in the con vs. dex department, I think either way may be fine, though I prefer con.
----
I did a full write up on what I'd build, but it got eaten by my web browser (not the forums fault this time, actually) and I don't really care to make a new one. At 1st level though, a gnome with fey bloodline could either pick a DC16 color spray or a DC17 sleep, and both will end most fights before they've begun.
| james maissen |
Magic Missile has widely been considered one of the best (core rule book) 1st level spells since 1st edition AD&D (Mage armor being arguably the first)
Umm mage armor the best spell? I disagree.
Now there are drawbacks to many of the 1st level spell choices:
1. Sleep. 1 round casting time both makes you a target and can have the enemy engaged before it can go off. It also is limited by HD which stops it from being useful after a few levels.
2. Color Spray. Is useful far longer than sleep and doesn't have the 1 round casting time. However a 15' cone is CLOSE and as it will also hit allies there is generally no one between you and the target. Should the target make the save it's bad news. A mounted caster makes this a MUCH nicer spell.
3. Magic Missile. A low levels you are better off with a wand. By the time the wand is out of charges you either can elect to afford the spell known or can do without it.
4. Grease. A VERY nice spell. It is a multipurpose spell which makes for a very nice spontaneous spell to be able to cast.
5. Enlarge Person. Better in potion form at times (as it takes place immediately) but as a spell it won't take up the melee fighter's standard action (unless they have a trait or PrC to do it more swiftly). It takes a 1 round casting time and is close range, which if party cohesion is not reasonable can find itself without the intended target as they've charged off during the casting. If you have a target for it it's a nice spell however.
6. Ray of enfeeblement. Was nerfed in PF as it gives a save for half now, but is still useful. Does require a ranged touch attack, which considering things likely to be in melee (-4 w/o precise) and have allies between you and it giving it cover (-4 w/o improved precise) can make even a touch attack a tough proposition.
7. Charm Person. PF increases 'people' to include 'giants' so this spell gets added life. In combat it can be problematic, but it is a very nice spell and as it backs off of CHA is stronger on a Sorcerer than a wizard.
8. Unseen Servant. Overlooked and underappreciated it is an awesome spell to essentially give you more actions. Need to pour a cure potion down the unconscious fighter's throat? Not only do you not have to get close to whomever made the fighter unconscious but you don't need to take the full round action to do it! A versatile spell which makes for a great spontaneous spell known.
In general I suggest that you work on an idea for the sorcerer and try to craft the PC slowly. Create them with everything in mind at once rather than piecemeal. Items (especially spell completion ones) should be kept in mind, as well as feats and the like to all dovetail together rather than to have one serving to patch holes in another.
-James
| Kierato |
1. Sleep is some-what useful at first level, but not at all afterward (Creatures HD is often +50% their CR)
2. A mage should stay father away than color spray allows, If the creatures succeed their save your close and a good target.(again, this spell is HD based not CR based)
3. A wand of magic missile is usually better than the spell, but at 1st level, that's not always an option.
4. Grease is not a nice spell, when cast on the groung, creatures must succeed on a Ref save or fall on the first round and can avoid it or walk through it with a DC 10 acrobatics check, not to mention not affecting flying creatures. Greasing an item can only be useful vs creatures that use items, far to limited for my taste, not to mention the save will be ridiculously low all too soon.
5. This is a good spell...to cast on other people, and not a good choine for a boom caster.
6. Ray of enfeeblement was good (Great?) in 3.5, but it's short duration, touch attack roll, and save make it all but worthless now.
7. Charm Person can be useful, but tricky in combat. you do not possess control over the target, just some influence and still requires skill checks to get them to help (no guarantees).
8. This is a good spell, even for a sorcerer's limited spell list, but little or no combat utility.
Also this character could start crafting his own wands (Magic missile included) at lv. 5.
| james maissen |
Spells 1,2,3, 5,6,8 I would get as a wizard, but not all of them as a sorcerer(3,5,8, maybe 7) and how could you leave mage armor off the list?
Because I don't see it as all that valuable.
A wizard/sorcerer in melee has already lost and 4 points of AC isn't going to change that.
Rather I'd go with a halfling using stealth/invis/hellcat stealth to be out of sight for most of the time as a defense rather than a few points of AC.
Even should I wish mage armor at 1st level spells known and slots are too precious to spend on it.
-James
| Chris Kenney |
Just as a note for Society games - everybody here is strongly recommending you optimize for low skills. THIS IS AN EXTREMELY BAD IDEA. No, you will never be the skill monkey of your group, but Faction missions depend on having a decent variety of skills and you will never be able to guarantee that you'll be sitting at the table with a friendly skill-monkey.
Which skills you will actually need changes depending on Faction, but in general Perception, Diplomacy, and then one rank in anything you have a decent stat in that can't be used untrained will serve you quite well.
| grasshopper_ea |
I'm new to Pathfinder and I'm interested in a battle sorcerer build with raw power. Any suggestions?
When you say raw power, what are you meaning? Damage dealt per round? Debilitating large groups of opponents with a single spell? How many levels is your campaign going? Do you want to melee, do archery, purely spell chuck?
My favorite builds for a power sorcerer would probably be as followed. These are purely theory at this point.
Paladin 2 or 4/Sor 3/Dragon Disciple 4, 8, or 10/Eldritch Knight to finish
Monk 4/Sor 1/DD 10 can also work well as can Barb 4-5/sor 1 DD 10
Paladin 2/Sorc 6/EK 10 is another interesting combo for high HP BAB and saves, slow spell progression
If you want to do control I suggest the Fey bloodline and go Sorc 20. You get some great spells normally not available to arcane casters. Laughing touch is broken, and +2 DC on compulsion spells as well as knowledge nature added to your list.
Sorc. can be a great summoner as well some of the bloodlines give your summons DR or add extra summons. Swap out lower level summon monster spells as you level up and add versatility in at lower levels.
Blasting is weak, but it can be effective against certain types of enemies. Summoning 1d4+1 fire elementals to draw the enemies to one location then dropping a fireball can get rid of some mooks for you. I wouldn't make it a primary tactic.
If you have a particular idea of what you want to build we can help you with specific ideas tailored that direction.
| Cyxodus |
When you say raw power, what are you meaning? Damage dealt per round? Debilitating large groups of opponents with a single spell? How many levels is your campaign going? Do you want to melee, do archery, purely spell chuck?
------
If you have a particular idea of what you want to build we can help you with specific ideas tailored that direction.
Well, that's part of my problem. Being that I'm new, I haven't got a clue. What I can tell you is my play style and maybe you guys can help me.
I'm currently playing a Caviler and I'm a little bored with it. While I like his power and durability, I find that I'm wishing I could cast spells and do more than just swing a sword. I'm a bit of an out-of-the-box thinker and I want my character to reflect that. Recently, I used sugar cubes to lure a few monsters out and it not only allowed the team to kill them but also lead to a humorous demise of one of the critters.
I found that I tend to not charge in, play at a distance and like to think about what to do. It's severed me well and has keep my little lvl 1 from easily being wiped out.
| Kryptik |
grasshopper_ea wrote:When you say raw power, what are you meaning? Damage dealt per round? Debilitating large groups of opponents with a single spell? How many levels is your campaign going? Do you want to melee, do archery, purely spell chuck?
------
If you have a particular idea of what you want to build we can help you with specific ideas tailored that direction.
Well, that's part of my problem. Being that I'm new, I haven't got a clue. What I can tell you is my play style and maybe you guys can help me.
I'm currently playing a Caviler and I'm a little bored with it. While I like his power and durability, I find that I'm wishing I could cast spells and do more than just swing a sword. I'm a bit of an out-of-the-box thinker and I want my character to reflect that. Recently, I used sugar cubes to lure a few monsters out and it not only allowed the team to kill them but also lead to a humorous demise of one of the critters.
I found that I tend to not charge in, play at a distance and like to think about what to do. It's severed me well and has keep my little lvl 1 from easily being wiped out.
For the tactical player, battlefield control spells are quite nice. If you have competent teammates, battlefield control can and will turn the tide many, many times.
| kenmckinney |
When you get 2nd level spells, make sure you pick up Mirror Image, Glitterdust, and False Life. Try to have Scorching Ray by the time you hit level 7, since it does 8d6 at caster level 7, with no save. Consider taking point blank shot and precise shot (and later empower spell ) if you do pick up scorching ray.
Ken
Cold Napalm
|
For the tactical player, battlefield control spells are quite nice. If you have competent teammates, battlefield control can and will turn the tide many, many times.
Yes but for PFS games, competent teammates is not assured. BC spells do squat if the other players don't know how to capitalize on it. In which case you may have to fall back to DD. Sorcerer for PFS games tend to be so hard to design for because of this.
| Spes Magna Mark |
Come up with a background. Pick the bloodline that you like the best. Craft the character based on the background and bloodline rather than trying to second guess the future. You can't plan for every possibility, so there's no point in trying. Down that path lies madness. Instead focus on making a character you look forward to playing.
Mark L. Chance | Spes Magna Games
Cold Napalm
|
How do you do battlefield control and how do you do it without going down easily?
You don't. Your gonna be a squishy target no matter what. And as a caster your also gonna be a high priority target. So you just have to hope the party knows how to protect your squishy butt. At least until you get Dimension door. Spending rounds to make sure your not squishy will result in you needing those spells instead of ending the fight 3 rounds ago. And this all assumes that the other players know what the hell they are doing. If they don't your gonna need those buffs and DD spells. For organized play, I try to be well rounded as a sorcerer. When I know who I play with, I can be more BC for when I'm with the good players and more buff and DD when I'm not.
Cold Napalm
|
At caster level 11, an empowered scorching ray does 18d6 damage, with no save, to a single target, with a 4th level slot. That's 63 damage on average, with no saving throw.
Ken
And I can do that damage with a fighter...at will. No save for me too. That's kinda why it is optimal to leave damage to the fighters.
| Kryptik |
How do you do battlefield control and how do you do it without going down easily?
Battlefield control spells are spells that directly hinder the enemy and manipulate the battlefield to work in your tactical favor. Examples are Web, Grease, Wall of Ice, and Black Tentacles, and some mind-control spells.
D&D combat is all about the action economy. If you can rob the enemy of their actions and make it easier for your teammates to act, then tactically you're doing way more than hacking away with a sword or toasting ogres with a fireball. Of course, this is best paired with competent teammates who can finish off the multiple baddies you just incapacitated.
The great thing about battlefield control spells is that if you are smart about it, the bad guys will have a helluva time trying to even get to you. Couple that with a bit of teamwork and you're solid.
| Cyxodus |
Cyxodus wrote:How do you do battlefield control and how do you do it without going down easily?Battlefield control spells are spells that directly hinder the enemy and manipulate the battlefield to work in your tactical favor. Examples are Web, Grease, Wall of Ice, and Black Tentacles, and some mind-control spells.
D&D combat is all about the action economy. If you can rob the enemy of their actions and make it easier for your teammates to act, then tactically you're doing way more than hacking away with a sword or toasting ogres with a fireball. Of course, this is best paired with competent teammates who can finish off the multiple baddies you just incapacitated.
The great thing about battlefield control spells is that if you are smart about it, the bad guys will have a helluva time trying to even get to you. Couple that with a bit of teamwork and you're solid.
That sounds a lot like the way I played Magic: TG back in the day. I played heavy control style decks that would rob my opponents of options. I was a master at it.
| Kryptik |
Kryptik wrote:That sounds a lot like the way I played Magic: TG back in the day. I played heavy control style decks that would rob my opponents of options. I was a master at it.Cyxodus wrote:How do you do battlefield control and how do you do it without going down easily?Battlefield control spells are spells that directly hinder the enemy and manipulate the battlefield to work in your tactical favor. Examples are Web, Grease, Wall of Ice, and Black Tentacles, and some mind-control spells.
D&D combat is all about the action economy. If you can rob the enemy of their actions and make it easier for your teammates to act, then tactically you're doing way more than hacking away with a sword or toasting ogres with a fireball. Of course, this is best paired with competent teammates who can finish off the multiple baddies you just incapacitated.
The great thing about battlefield control spells is that if you are smart about it, the bad guys will have a helluva time trying to even get to you. Couple that with a bit of teamwork and you're solid.
Yeah, I would also suggest the Fey bloodline. I would definitely have Mage Armor or Bracers of Armor on hand though, and I would recommend taking one decent damage spell for backup.
| Mabven the OP healer |
One damage spell I think is a must for a sorcerer is Flaming Sphere. It lasts for rounds per level, can be directed with a move action, and can be the fire-source for use of pyrotechnics, which is one of very few spells that allow you to choose between 2 different types of saves (will or fortitude). The spell just has so much action economy, it is one damage spell a sorcerer is ill-advised to skip. So few sorcerer/wizard spells give you a damage over time effect. (chill touch and acid arrow being the first exceptions which come to mind)
Cold Napalm
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One damage spell I think is a must for a sorcerer is Flaming Sphere. It lasts for rounds per level, can be directed with a move action, and can be the fire-source for use of pyrotechnics, which is one of very few spells that allow you to choose between 2 different types of saves (will or fortitude). The spell just has so much action economy, it is one damage spell a sorcerer is ill-advised to skip. So few sorcerer/wizard spells give you a damage over time effect. (chill touch and acid arrow being the first exceptions which come to mind)
If your going for damage, DoT is not the way to go. You want the bad guys dead NOW...not 4 rounds later after they have done 4 rounds worth of damage to your party. Especially not flaming sphere which eats up actions to actually DO damage. It maybe only a move, but that is a round that you can not metamagic. If you need a source for pyrotechnics, there are better options then using flaming sphere. Course chill touch is even worse as if you using that, your eating up standards you can be using.
| Hoffen |
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Thanks for the help, it's a good start.
I'm interested in seeing what suggestions others may have.
In that case Ill suggest something like the character Im currently playing. Its a Human blaster/crowdcontroller/minor debuffer/minor buffer. I know Im prolly gonna get pommled now by treantmonk and his disciples :0P
Rolling 4d6, removing the worst dice I ended up with
Str 10, Dex 14, Con 16, Int 14, Wis 13, Cha 18(+2 from human)
Seen worse hehe.
I then built my character as following:
I choose the arcane bloodline because its versatile and you get alot of the bonus spells you know you love to have at somepoint, but just dont have the slots availible for. (like greater teleport and dimension door). I also like the +1 to DCs when using metamagic and +2 to DCs when using evocation spells (or what you want it to be)
1st-level: Improved Initiative (Bonus Feat), Nimble Moves
2nd-level:
3rd-level: Spell Focus (Evocation)
4th-level:
5th-level: Greater Spell Focus (Evocation)
6th-level:
7th-level: Silent Spell, Still Spell (Bonus Feat)
8th-level:
9th-level: Empower Spell
So far...:
Aye, I choose empower spell. I did it because it makes your blasts more versatile. Ie. your fireball does a max damage of 10d6 in a radious. Cone of cold does 15d6 in a .. well cone :0) Empowering the fireball would net you a 15d6 radius blast as a 5th-level spell instead of the cone. I find it handy to be able to "shape" your blasting-spells like this. And being a sorcerer means you can do it when you need it.
That being said I also love crowdcontrolling, and depending on your party it can be extremely potent. Somtimes blasting just dosent cut it, I have to admit.
I choose the folowing spells (doing it from memory, so it might be a little off):
0-level: Message, Read Magic, Detect Magic, Acid Splash, Mage Hand, presdigitation, Light.
1st-level: Mage Armor (Bonus), Grease, Enlarge Person, Protection from alignment (or was it magic missiles...hmm), Ray of Enfeeblement, Silent Image.
2nd-level: Invisibility (Bonus), Scorching Rays, Web, Glitterdust, Resist Energy.
3rd-level: (Bonus), Fireball, Haste, Slow (or lightning bolt. I cant remember. Slow is prolly best though, but for thematics I like "LB")
4th-level: Dimension Door (Bonus, but not yet), Black Tentacles, Fear
I would only use spells to do damage to a bunch of targets. Let the fireball hit 10 enemies at once and not 3. With an average just above 30 damage (at CL 9)on the dices (excluding saves which is why you wannt all the +DCs), thats gonna be over 200 damage with a little luck. You might wanna be flying or invisible ofcourse.
Cheers!
| james maissen |
Cyxodus wrote:How do you do battlefield control and how do you do it without going down easily?You don't. Your gonna be a squishy target no matter what. And as a caster your also gonna be a high priority target. So you just have to hope the party knows how to protect your squishy butt.
One piece of advice I would give to a sorcerer: buy some monk weapons and look a bit like a monk.
You will NOT be wearing a spell component pouch, and if you ARE wearing a pair of sais, kamas and holding a shuriken or two.. what is the enemy going to think that you are?
In general misdirection is a good defense for casters. At higher levels I like illusions to mask PCs (veil etc) for this reason.
-James
| AdAstraGames |
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Insert Name Here. I recommend Neibma the Fair.
Human, Fey Bloodline
STR 8 (-2), DEX 14 (5), CON 12 (2), WIS 10, INT 12 (2), CHA 17+2 (13) (19)
Skills: 4/level. Focus on Bluff, Spellcraft, Use Magic Device, and one or two others just to get something. For PFS play, take the hit points with favored class.
Traits: Reactive, Something Else
Feats: Improved Initiative, Spell Focus: Enchantment
Spells:
0: Mage Hand, Prestidigitation, Detect Magic, Dancing Lights
1: Sleep (Save DC of 18), Burning Hands (Save DC of 15)
At 2nd Level:
0: Mend
At 3rd Level
Feat: Spell Focus: Illusions
1: Color Spray (DC 16), Entangle (Bloodline)
At 4th Level
Stat: +1 CHA (20)
0: Message
1: Grease (Swap out Sleep)
2: Hypnotic Pattern (DC 18)
At 5th Level
Feat: Greater Spell Focus: Enchantment
1: Unseen Servant
2: Command Undead (DC 17), Hideous Laughter (Bloodline) (DC 21)
Command Undead can be replaced with Mirror Image. If you aren't facing a lot of Undead, it's less useful. If you ARE facing Undead, this is a fight-winner.
Somewhere around 5th-6th level, you should be getting your first stat-boost item for CHA. It will be factored in to save DCs from here on out.
At 6th Level
0: Pick something.
3: Hold Person. Save DC of 23. This is an "I Turn Off The Big Bad Guy Spell".
At 7th level
Feat: Empower Spell (iffy) or Spell Focus (Evocation), Dodge or Point Blank Shot (Bloodline)
1: Hypnotism (Save DC 20, 22 vs single subject; great Out of Combat spell).
2: Pyrotechnics. Scorching Ray is doable as well if you MUST have blasty, though I prefer Acid Arrow - less common damage resistance. Another useful one is Darkness or Blind/Deafen.
3: Haste, Deep Slumber (Bloodline) (Save DC of 23)
At 1st level, you are the God of Ending Combat. +8 Initiative, and a DC 18 area effect Save or Suck spell. At 7th level with Deep Slumber, you're not quite as well off because 10 HD is far less likely to take down an entire group of mooks.
There is a gap between 3rd and 5th level where you will be MUCH less effective relative to comparable CR opponents than you were at level 1.
Say No To Single Target Damage Spells
I am of the opinion that any single target spell that doesn't STOP the target is a spell slot you could've used more effectively.
Why Burning Hands?
At 4th level, Burning Hands does 5 or 10 damage on average to everything in a 15' cone. Scorching Ray does 14 damage to one target within 30', but requires you to make a roll to hit them, not them to make a roll to avoid damage. You need to beat a DC 12-14 target rolling at +4 to hit them, or they need to beat a DC 16 target at ~+3 to avoid getting damaged. Tell me why this is a choice?
Where's Mage Armor? Where's Toughness?
I am of the opinion that Mage Armor makes sense if you plan on getting into fights. With a STR of 8, you aren't planning on it, and casting one more Sleep or Grease spell is a better use of the slot at low levels. By the time you're hitting 4th level, you should be getting magic items to boost your AC.
Toughness helps you immensely at low levels, Sleep helps you more. Having +1 HP per level when everyone's average damage output is increasing at +2 to +3 HP per swing per CR is losing the race. Go first, use Hold Person, then use Deep Slumber. Be charming while your fellow party members mop up.
You are a very squishy build. You need melee types to survive. Your job is to make sure that the melee types don't get hurt, by ensuring that their opponents are about as dangerous as a sack of wet mice.
Preferably wet mice that have had their mouths tied shut, and are suffering from a case of emphysema.