Need Advice: Sorcerer build for Pathfinder Society


Advice


I'm trying to create a sorcerer for Pathfinder Society play and I could use some help. I've based this character off the Seoni build I found in Hero Lab but I'm open to any kind of a build.

I wouldn't mind playing a character that gets involved in battle and just doesn't sit around twiddling her thumbs. Not sure if this build is a good combat sorcerer.

SANOWN CR 1/2
Female Human (Taldan) Sorcerer 1
LN Medium Humanoid (Human)
Init +8; Senses Perception +2
--------------------
DEFENSE
--------------------
AC 12, touch 12, flat-footed 10. . (+2 Dex)
hp 8 (1d6+1)
Fort +1, Ref +2, Will +2
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger -2 (1d4-2/19-20/x2) and
. . Quarterstaff -2 (1d6-2/20/x2) and
. . Unarmed Strike -2 (1d3-2/20/x2)
Sorcerer Spells Known (CL 1, -2 melee touch, +2 ranged touch):
1 (5/day) Magic Missile, Mage Armor
0 (at will) Acid Splash, Flare (DC 15), Detect Magic, Read Magic
--------------------
STATISTICS
--------------------
Str 7, Dex 14, Con 12, Int 10, Wis 10, Cha 20
Base Atk +0; CMB -2; CMD 10
Feats Combat Casting, Eschew Materials, Improved Initiative
Traits Magical Lineage: Magic Missile, Reactionary
Skills Bluff +9, Climb +1, Knowledge: Arcana +4, Perception +2, Sense Motive +2, Spellcraft +4
Languages Common
SQ +3 to Climb checks, Arcane, Empathic Link with Familiar (Su), Share Spells with Familiar
Combat Gear Dagger, Quarterstaff; Other Gear Backpack (10 @ 9.5 lbs), Rations, trail (per day) (4), Smokestick, Sunrod (5), Tanglefoot bag
--------------------
SPECIAL ABILITIES
--------------------
+3 to Climb checks You gain the Alertness feat while your familiar is within arm's reach.
Arcane When a spell level is increased by a metamagic feat, it gains +1 DC.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Eschew Materials Cast without materials, if material cost is <= 1gp.
Magical Lineage: Magic Missile A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

--------------------

DRAGON CR 1/6
Male Lizard
NN Tiny Magical Beast
Init +2; Senses Low-Light Vision; Perception +1
--------------------
DEFENSE
--------------------
AC 15, touch 14, flat-footed 13. . (+2 Dex, +2 size, +1 natural)
hp 4 (1d10-1)
Fort +1, Ref +4, Will +3
--------------------
OFFENSE
--------------------
Spd 20 ft., Climbing (20 feet)
Melee Bite (Lizard) +5 (1d4-4/20/x2) and
. . Unarmed Strike +5 (1-4/20/x2)
Space 2 ft.; Reach 0 ft.
--------------------
STATISTICS
--------------------
Str 3, Dex 15, Con 8, Int 6, Wis 12, Cha 2
Base Atk +1; CMB +1; CMD 7 (11 vs. Trip)
Feats Weapon Finesse
Skills Acrobatics +10, Bluff -3, Climb +10, Fly +6, Spellcraft -1, Stealth +14, Swim +2
Languages
SQ Improved Evasion (Ex)

--------------------
SPECIAL ABILITIES
--------------------
Climbing (20 feet) You have a Climb speed.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

NOTE: Hero Lab says that "DRAGON" is 7 overspent in Ability Scores.

Silver Crusade

Few things
1: No bloodline listed.
2: Magical Lineage < Focused Mind + Combat Casting
3: Familiar not alowed in PFS play. Standard familiars only.
4: Mage Armor needs to go. Replace it with somthing more usefull. Like Hypnotism, Sleep, Color Spray(realy good low level spell.), Ray of Enfeablement, Magic Weapon, Ear-Piercing Scream(UM). Are all good Mage Armor is a wast of time and space.

Is the UM alowed in PFS play yet? If so something like this. Alows you to focus on spell casting. And keap a combat abilitys at the same time.
If you go Sorcerer Wildblooded Fey Sylvan. (UM)
Animal Companion: Small Cat or Bear. The largest you want in medium size. So starting small is a good idea.
Alternate Racial Traits: Eye For Talent (+2Str).
Stearting feat: Boon Companion . (Seekers of Secrets)
Max out handle animal.
The pick up feats.
3: Improved Initiative
5: Intensified Spell

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

UM is allowed in PFS (with a few restrictions, I think).

You don't need a 20 CHA at level 1; that's a bit of overkill. Buy a 16 (for a mere 10 points) and let your race bump it to 18. You'll be fine like that, and you'll have a bunch more points to put into DEX or CON to keep you alive/aim your rays.

Relatedly, careful with that low STR. Encumbrance rules are enforced. You can only carry 20-something pounds without penalty with a STR of 7.

Maybe I missed it in your stat block, but how did you get a familiar? Sorcerers don't have one by default.


To calagnar and Jiggy, his bloodline is Arcane. It's where he gets his +1 DC to spells that have Metamagic feats attached to them and his familiar.

The Exchange

Also, try dropping Improved Initiative and taking Toppling Spell instead. With Magical Lineage->Magic Missile you will still use level 1 spell slots and your magic missiles will trip your targets.
Jiggy gave you very good advice, lowering his Charisma to 16 preracial will give you 7 more points to spend on increasing survivability (ie Dex and Con) and you will still be very powerful with your spells.
Consider using the sage variant of the arcane bloodline. You will lose your arcane bond and the DC bonus on metamagic spells, and would gain a minor blast a few times per day, but mor importantly, you will use INT in place of CHA for all spellcasting purposes. This will give you plenty of skill points and really increase your out of combat options.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Hobbun wrote:
To calagnar and Jiggy, his bloodline is Arcane. It's where he gets his +1 DC to spells that have Metamagic feats attached to them and his familiar.

Ah, okay, that's what I missed. Thanks.

Though personally, I'd go with a bonded object instead of a familiar, for more spells and less bookkeeping. Same reason if I ever played a Druid I'd go with a domain instead of an animal companion. But that's just me.

Shadow Lodge

I would suggest you don't mess with mage armor at first level. Get a spell that does something in addition to magic missile. Sitting around spamming magic missile all day is going to get old fast. You can pick up a wand of mage armor for 2PA after your first or second adventure and will be 6th to 8th level before you have to replace it and can retrain a first level spell at that point (when you use you first level spells less).

Sleep and color spray are quite solid for first level.

Liberty's Edge

Personally, I'd do the following:

Push for a higher str for encumbrance and con for HP and fort saves: Str 10, Dex 14, Con 14, Int 10, Wis 10, Cha 18.

I'd also consider toughness as a feat - especially if using your human preferred class bonus to pick up spells instead of HP. I'd probably ditch combat casting for it.

I would definitely ditch Mage Armor for Color Spray (possibly to swap the two at level 6 when color spray becomes less effective and mage armor's duration gets better.)

Use your meat-shields for defense, but do not sell HP short.


Hobbun wrote:
To calagnar and Jiggy, his bloodline is Arcane. It's where he gets his +1 DC to spells that have Metamagic feats attached to them and his familiar.

Seeing as you're going human I assume that after 3rd level your favored class bonus will be going into spells known rather than hps.

I think that the CON score is too low.

If I run a typical 'smart' bad guy and I see someone without armor casting arcane spells I hit them with a FORT spell if possible. Failing that I include them in area effects and encourage some allies to melee with them.

Towards this I think that your CON score is too low.

Your STR score is fine, you shouldn't need much in the way of STR.

I'm not sure if you need a 10INT, but that depends on the skills that you want to have. I would focus on Bluff, UMD and Diplomacy to augment the huge investment to CHA that you want to have.

WIS could be lowered if you wish as your WILL save will be a bit better than your others if you need to take from it.

But I think that you should go with a 14CON as unlike say a wizard with the same HD you won't be able to afford favored class to go in there.

Spells known:
Cantrips:
Detect Magic (very useful with or without spellcraft)
Dancing Lights (very useful light source that you can move as a free action)
Message (a way to talk to PCs in combat without yelling it to everyone)
Daze (until you can swap it out.. at low levels it might be worth it)
Mending or Open/Close if you don't like one of the above

1st level:
Color Spray (if you don't mind being close)/Sleep (if you do but can live with a 1 round casting time) either case this will be trained out at first opportunity
Magic Missile

In pathfinder you can pick up wands for 2PA. You can snag a wand of magic missiles, infernal healing, obscuring mist, mount, comprehend languages, endure elements, enlarge person, etc.

The order of which is up to you. If you know the group that you might adventure in Enlarge Person might be a better choice, though a wand of it could suffice for you even then... it would just be the first choice over infernal healing then (depending on whether or not clerics are available).

Skills:
I would go with CHA based skills. I'd start with Bluff, Diplomacy and UMD.

Traits:
I would make Diplomacy a class skill (or plan to pick it up via PrC) and if I went with magic lineage I would pick something that I think that I would wind up casting throughout the PC's career.

PrCs: I always give this advice: If you're not invested too heavily in the familiar, consider selling your soul for 2 levels in Diabolist. You'll pick up a much stronger familiar there as well as some nice options and class skills.

Bloodline: Have you looked over all of them? What draws you to arcane?

In general what do you want your sorcerer to be doing? It's really best to plan out her entire career and then possibly alter it as things change. But having a plan it is a VERY good thing, especially for a sorcerer.

-James

Sovereign Court

Are feats from AP allowed? Im a big fan of Spell Focus and Varisian Tatoo.


Magic missle is a terrible spell at 1st level. You will definetly want sleep or colorspray, or both.

Silver Crusade

Somthing like this might work for you as well.

Human Sorcerer Bloodline Elemental Air

Bloodline Arcana: Whenever you cast a spell that dealsenergy damage, you can change the type of damage to match the type of your bloodline.

Elemental Ray: Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Feats: Eschew Materials, Improved Initiative, Lingering Spell (Metamagic)
Traits: Gifted Adept: Burning Hands, Reactionary
Spells Known:
1st: Burning Hands(Fire or Electric damage), Color Spray
0: Detect Magic, Acid Splash(Acid or Electric Damage), Dancing Lights, Message

20 point buy human
Str 8
Dex 16
Con 12
Int 10
Wis 10
Cha 18
The reason for the higher dex is your making alot of range touch attacks. Con is low. Lower then I like.
Str 8
Dex 14
Con 14
Int 10
Wis 10
Cha 18
The trade off is +1 to hit for +1 HP per level.
Carrying Capacity: How much do you realy need?
8 26 lbs. or less 27–53 lbs. 54–80 lbs.
9 30 lbs. or less 31–60 lbs. 61–90 lbs.
10 33 lbs. or less 34–66 lbs. 67–100 lbs.

Combat Gear: Dagger
Other Gear: Backpack, Rations: trail (per day) (4), Smokestick, Tanglefoot bag

You can get Backpack, masterwork 50 gp 4 lbs. easy.
When wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity.


Wow! With all these options, I almost haven't got a clue which way to go.

The Exchange

A Sorcerer is proficient with all Simple Weapons. Ditch the quarterstaff and use a longspear instead for more damage, the brace quality, and (importantly) the reach quality - allowing you to help out in melee without being a primary target all the time. That frees you up to ditch Mage Armour (if they're targeting you out of all the party, then someone's not doing his job right), and Combat Casting (just stay out of threatened areas when you cast - reach and a 5ft step are your best friends). Wear a spiked gauntlet just in case someone happens to threaten an AoO whilst standing right next to you.

Take the Toppling Spell Metamagic Feat from Ultimate Magic (page 158) instead of that Combat Casting, and that will make your Magic Missile and Magical Lineage Trait really worthwhile. Try to target bad guys who're already in melee with as many of your team's heavy hitters as possible - if you knock them prone with a Toppling Magic Missile (and all yours will be, right?) then all your buddies get to AoO them as they try to stand up, which said buddies will probably appreciate.

Colour Spray or Grease are both solid level 1 spells instead of Mage Armour - although Colour Spray falls flat against mindless opponents, and Grease can annoy your own team if you place it poorly. If you're rocking a longspear, then Enlarge Person is always an option just for the insane reach you'll have (although, generally, if you're using Enlarge Person you want to cast it on the Barbarian with the greataxe who's on your team, rather than yourself).

Most important of all - have fun! :)


I decided to start from scratch.

SANOWN DRAGONIA CR 1/2
Female Human (Taldan) Sorcerer 1
CG Medium Humanoid (Human)
Init +2; Senses Perception +0
--------------------
DEFENSE
--------------------
AC 12, touch 12, flat-footed 10. . (+2 Dex)
hp 11 (1d6+5)
Fort +2, Ref +2, Will +2
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +0 (1d4/19-20/x2) and
. . Longspear +0 (1d8/20/x3) and
. . Unarmed Strike +0 (1d3/20/x2)
Ranged Crossbow, Light +0 (1d8/19-20/x2)
Special Attacks Claws (7 rounds/day)
Sorcerer Spells Known (CL 1, +0 melee touch, +2 ranged touch):
1 (4/day) Color Spray (DC 15), Magic Missile
0 (at will) Acid Splash, Daze (DC 14), Dancing Lights, Detect Magic, Ray of Frost
--------------------
STATISTICS
--------------------
Str 10, Dex 14, Con 14, Int 10, Wis 10, Cha 18
Base Atk +0; CMB +0; CMD 12
Feats Combat Casting, Eschew Materials, Toughness +3
Traits Charming, Magical Talent: Message (1/day) (Sp)
Skills Bluff +8, Diplomacy +5, Use Magic Device +8
Languages Common
SQ Draconic: Red Dragon (Fire), Earplugs
Combat Gear Bolts, Crossbow (20), Crossbow, Light, Dagger, Longspear; Other Gear Alchemist's fire (flask), Backpack (empty), Chalk, 1 piece, Earplugs, Paper (sheet) (2), Potion of Cure Light Wounds, Powder, Rations, trail (per day) (2)
--------------------
SPECIAL ABILITIES
--------------------
Charming +1 Bluff/Diplomacy/save DC for a language-dependant spell vs. targets who could be sexually attracted to you.
Claws (7 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage
Combat Casting +4 to Concentration checks to cast while on the defensive.
Draconic: Red Dragon (Fire) +1 damage per die for [Fire] spells.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Eschew Materials Cast without materials, if material cost is <= 1gp.
Magical Talent: Message (1/day) (Sp) Choose one 0-level spell - it becomes a 1/day spell-like ability for you.

Silver Crusade

Pick a difrent elemental damage type. Fire is the most common resistanc for all monsters. It will save you alot of pain down the road. Thats why I recomended Air for electirc. Out of the damage types the least common resistance is Acid, Electric. Cold and Fire are the most common. You need to think of stuff like this now. Not after it becomes a problem later. So Black: Acid or Blue: Electic are better choices IMO.


I do like how the Black Dragon bloodline works well with Acid Splash.

==Updated==

SANOWN DRAGONIA CR 1/2
Female Human (Taldan) Sorcerer 1
CG Medium Humanoid (Human)
Init +2; Senses Perception +0
--------------------
DEFENSE
--------------------
AC 12, touch 12, flat-footed 10. . (+2 Dex)
hp 11 (1d6+5)
Fort +2, Ref +2, Will +2
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +0 (1d4/19-20/x2) and
. . Longspear +0 (1d8/20/x3) and
. . Unarmed Strike +0 (1d3/20/x2)
Ranged Crossbow, Light +0 (1d8/19-20/x2)
Special Attacks Claws (7 rounds/day)
Sorcerer Spells Known (CL 1, +0 melee touch, +2 ranged touch):
1 (4/day) Color Spray (DC 15), Magic Missile
0 (at will) Acid Splash, Daze (DC 14), Dancing Lights, Detect Magic, Ray of Frost
--------------------
STATISTICS
--------------------
Str 10, Dex 14, Con 14, Int 10, Wis 10, Cha 18
Base Atk +0; CMB +0; CMD 12
Feats Combat Casting, Eschew Materials, Toughness +3
Traits Charming, Magical Talent: Message (1/day) (Sp)
Skills Bluff +8, Diplomacy +5, Use Magic Device +8
Languages Common
SQ Draconic: Black Dragon (Acid), Earplugs
Combat Gear Bolts, Crossbow (20), Crossbow, Light, Dagger, Longspear; Other Gear Alchemist's fire (flask), Backpack (empty), Chalk, 1 piece, Earplugs, Paper (sheet) (2), Potion of Cure Light Wounds, Powder, Rations, trail (per day) (2)
--------------------
SPECIAL ABILITIES
--------------------
Charming +1 Bluff/Diplomacy/save DC for a language-dependant spell vs. targets who could be sexually attracted to you.
Claws (7 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage
Combat Casting +4 to Concentration checks to cast while on the defensive.
Draconic: Black Dragon (Acid) +1 damage per die for [Acid] spells.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Eschew Materials Cast without materials, if material cost is <= 1gp.
Magical Talent: Message (1/day) (Sp) Choose one 0-level spell - it becomes a 1/day spell-like ability for you.


I plan to play this character on Monday and any C&C before then would be of help.

Shadow Lodge

Cyxodus wrote:
I plan to play this character on Monday and any C&C before then would be of help.

Draconic bloodline boosts spells that do energy damage.

Spells that do acid damage aren't extremely common.

Try and think about what spells you might cast that will allow you to consistently boost your damage.

Lots of things resist fire but you have a pretty clear path:
Burning hands
Scorching ray
Fireball
Wall of Fire
...

Acid?

1st level - ??
2nd level - Acid Arrow ... not quite as good
3rd level - ??
4th level - ??

Maybe you have some ideas for what "??" might be at those levels? It's even ok to leave those blank, but if blasting is part of your plans you might think about what spells you are going to use to get there.

The Exchange

You may want to look at the Elemental Spell metamagic Feat (APG pages 158 to 159) a few levels down the line to help with expanding your potential acid spell repetoire. But in the meantime there's: Elemental Touch (level 2), Elemental Aura (level 3), Acid Pit (level 4), and Dragon's Breath (level 4) all from the APG which have the [acid] descriptor; plus Corrosive Touch (level 1), Vitriolic Mist (level 4), Acidic Spray (level 5), Corrosive Consumption (level 5), Conjure Black Pudding (level 6), Caustic Eruption (level 7), and Transmute Blood to Acid (level 9) from Ultimate Magic - to keep you going until then... ;)

Silver Crusade

No amout of damage bost is going to over come the amount of fire resist at higher levels of play. Thats why fire and cold are bad damage types to focus on. Electric and Acid have few monsters that are resistanc or immune to them.

3:Elemental Spell (Acid:Metamagic):Choose one energy type: acid, cold, electricity, or fire. You may replace a spell’s normal damage with that energy type or split the spell’s damage, so that half is of that elemental and half is of its normal type.
5: Intensified Spell Metamagic
7: Empower Spell Metamagic
9: Lingering Spell
11: Spell Focus Conjuration

Personly I wold have gone with Blue dragon and done electic, but you can make black:acid work. Just takes a little more planing.
Spell Level
0:Acid Splash
1:Corrosive Touch (+Spectral Hand=nasty combo)
2:Acid Arrow (Saving Throw none; Spell Resistance no:Thats why the damage is not as high.)
3:(Nothing this level)
4:Acid Pit
5:Acidic Spray (OMG don't get hit with this.)
5:Corrosive Consumption (This is not that good. It's more of a magus spell.)

Silver Crusade

ProfPotts wrote:
You may want to look at the Elemental Spell metamagic Feat (APG pages 158 to 159) a few levels down the line to help with expanding your potential acid spell repetoire. But in the meantime there's: Elemental Touch (level 2), Elemental Aura (level 3), Acid Pit (level 4), and Dragon's Breath (level 4) all from the APG which have the [acid] descriptor; plus Corrosive Touch (level 1), Vitriolic Mist (level 4), Acidic Spray (level 5), Corrosive Consumption (level 5), Conjure Black Pudding (level 6), Caustic Eruption (level 7), and Transmute Blood to Acid (level 9) from Ultimate Magic - to keep you going until then... ;)

Darn it ProfPotts you beat me to it. And got some I missed.

The Exchange

calagnar wrote:
Darn it ProfPotts you beat me to it. And got some I missed.

LOL!

Actually, I don't think your Bloodline Arcana would help with the Conjure Black Pudding spell at all... but it's just such a funny thing to have written on your character sheet I couldn't resist! Now, if only we could conjure the rest of a full English breakfast we'd be golden... :)

Silver Crusade

It's kinda funny almost all the acid spells are conjuration and not evocation. Did not even notice it till I started making the list.


Right now, I'm also playing a Sorcerer with the Draconic Bloodline. Black/acid type, with a longspear, and color spray. I'm enjoying playing her very much. I hope you do, too!

Shadow Lodge

Not really advocating fire as much as the idea that he should plan a little ahead and look at what spells are available. I'm not very excited about the acid spells available so black dragon bloodline has little appeal to me since I wouldn't use it much. Fire resistance is the most common but it's by no means universal and fire has the best spell selection.

Look at the spells, at least for levels 1-5 or so and see what lines up best.

Another possibility if energy resistance worries you is to go with the elemental bloodlines instead. You lose out on the bonus damage but you can dial in your damage type at the time of casting. So you can get scorching ray and fireball but they deal acid damage instead.

The better solution to energy resistance is to diversify into some non-energy spells rather than just switch energy types.

RPG Superstar 2012 Top 16

also note that while fire and cold res is common at higher levels, vulnerability to one or the other is very common too...and that's quite a payday when the extra 50% dmg kicks off.

I was going through the Serpent AP and really fire is the best weapon for a caster through most of the module. And you'd want cold in the FIrebleeder AP for certain.

Acid and lightning are nice, but there's stuff resistant to them, too, and what's worse, nothing that's especially vulnerable to them.

I'd actually go with fire, and just have other spells available as a backup, but that's me. It actually would depend on the campaign.

==Aelryinth

Shadow Lodge

That's sort of another argument for Elemental Bloodline though. Take the cold (water?) bloodline and you can cover both Fire and Cold damage with the best damage spells in the game.

Silver Crusade

PFS play means you are going to run the gambit of what your fighting and when. Just becous your bonus damage is acid dose not mean you can't take a few other types of spells. So what do try and do vs the ones immune to fire? Change spells you have to even if there resistant becous the resistanc is higher then the bonus damage. Now acid dose not have the highest base damage. It dose have a few advantages. There is only a very few monsters resistant, and even fewer immune to acid. The big down side to acid is there damage over time spells for the most part. Yes Acid Airrow(2D4) is not as stong as Scorching Ray(4D6). Scorching Ray is stoped by fire resistance, spell resistance, touch ac. Acid Airrow is stoped by acid resistance, touch ac.

CR 8
Copper Dragon: Immune to Acid, Behir : Immune to electric, Dark Naga, Dire Tiger, Efreeti: Immune fire; Vulnerability cold, Eryines: Immune fire; Resist acid 10 cold 10, Giant Octopus, Giant Slug: Immune to Acid, Gorgon, Shadow Greater, Green Dragon: Immune Acid, Intellect Devourer: Immune fire; Resist cold 20, electricity 20, sonic 20, Mohrg, Nabasu: Immune electricity, Resist acid 10, cold 10, fire 10, Ogre Mage, Sphinx, Stone Giant, Treant: vulnerability to fire, Triceratops,
CR 9
Greater Air Elemental, Blue Dragon: Immune electricity, Bone Devil: Immune fire; Resist acid 10, cold 10, Bronze Dragon: Immune electricity, dire crocodile, dire shark, Dragon Turtle: Immune fire, Greater Earth Elemental, Greater Fire Elemental: Immune fire; vulnerability to cold, Frost Giant: Immune cold Vulerability fire, giant squid, marid, mastodon, nessian warhound: Immune fire, vulerability cold, Night Hag: Immune fire, cold, roc, spirit naga, tyrannosaurus, vampire: Resist cold 10, electricity 10, vrock: Immune electricity; Resist acid 10, cold10, fire 10, Greater Water elemental

The Exchange

High level critters vulnerable to energy types often have spells to cover that hole in their defenses too.

Scorching Ray Vs Acid Arrow...

Scorching Ray gets a maximum bonus of +12 damage from the draconic Bloodline Arcana (4d6 on 3 rays).

Acid Arrow gets a maximum bonus of +14 damage from the draconic Bloodline Arcana (2d4 per round over 7 rounds).

... not counting Metamagic, of course.


ProfPotts wrote:

High level critters vulnerable to energy types often have spells to cover that hole in their defenses too.

Scorching Ray Vs Acid Arrow...

Scorching Ray gets a maximum bonus of +12 damage from the draconic Bloodline Arcana (4d6 on 3 rays).

Acid Arrow gets a maximum bonus of +14 damage from the draconic Bloodline Arcana (2d4 per round over 7 rounds).

... not counting Metamagic, of course.

I bolded what matters here. If the fight is going to last 7 rounds then you've picked up 2 points of damage... if during that huge amount of time the creature hasn't removed the acid arrow. This is most unlikely to occur.

Now I like acid arrow, but you have to be realistic here.

You're better off talking about range and SR when defending this spell.

Also may I suggest that the OP consider his PC selling their soul? Then you can hit with hellfire... ;)

-James

The Exchange

Not supporting or defending the spell - just giving the straight numbers.

The point, I feel, is that acid is just as acceptable as a chosen energy type as fire.


ProfPotts wrote:

Not supporting or defending the spell - just giving the straight numbers.

The point, I feel, is that acid is just as acceptable as a chosen energy type as fire.

I just thought that it was disingenuous. In fact it will max at 5 rounds (at CL 12.. CL15 seems not reasonably feasible at 12th level) dealing on average 25 points of damage.. 35 with the bloodline... but taking 5 rounds to do so, while most combats (and most targets) won't last close to that long by that level... and if they do then perhaps they've ended the spell early if it's a factor.

Meanwhile scorching ray is going to deal on average (with 3 hits) 42 damage.. 54 with the bloodline... and dealing it straight away.

Now acid arrow as I've said is something I do like.. but for the SR No and the range, not the damage.

Anyway, c'est la vie.. good gaming to you,

James

The Exchange

'Disingenuous'?

Either you don't know what the word means, or you're just trying to be insulting...

Cheers for that... :/


A lot of info for me to consider. I think I'll wait and not play the character tomorrow. Bounce off everyone's suggestions on a few friends.


ProfPotts wrote:

'Disingenuous'?

Either you don't know what the word means, or you're just trying to be insulting...

Neither, sorry you felt insulted.

The OP specified PFS which caps at 12th level, so with 110k gold or so it seems unlikely for such a PC to hit 15th CL let alone 18th, right?

Then there is the fact that you're talking over 7 rounds at levels where combats typically last 3...

So it didn't seem too accurate an assessment to me, what *were* you trying to convey?

-James

Shadow Lodge

ProfPotts wrote:

Not supporting or defending the spell - just giving the straight numbers.

The point, I feel, is that acid is just as acceptable as a chosen energy type as fire.

I think acid is a -better- choice for what type of energy you deal because as you say there is far less resistance to it in the game.

For elemental bloodline earth (acid) is a great call for exactly this reason.

For draconic the spell selection isn't nearly as good.

If you want to spray acid, use the elemental bloodline and you can leverage all those great spells with the fire descriptor.

If you want to go draconic go with fire because there are far more spells you can use the bloodline power with.

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