Jade Regent Sorcerer Advice


Jade Regent


After my current Carrion Crown AP has ended, either by TPK or reaching its natural conclusion, one of my players has decided to run Jade Regent. I am going to be playing a Human Sorcerer as I've never really played an arcane caster, possibly with the goal of going into Dragon Disciple so will defenetly be taking the Draconic Bloodline and the Green Dragon bloodline form it. I will be taking the Tattoo Sorcerer Archetype from Inner Sea Magic and need help with feat and spell and such (1 trait is the Younger Sibling trait in relation to Amiko)

Assuming 20 Point Buy so far I have
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Str 14
Dex 16
Con 12
Int 8
Wis 10
Cha 16

HP 8

Feats
Varisian Tattoo [Conjuration] (Bonus)
Point Blank Shot
Precise Shot
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I took PB and Precise as I wanted to use rays at an early level and not take shooting into combat penalties (I am aware of allies providing Cover to enemies so would rather only take the cover penalty instead of both). The tattoo is Conjuration as this is what most Acid Spells come from so casting at +1 Caster Level will be useful especially if I dip to other classes for DD.

Anywhos any advice would be greatly appreciated and a lack of Spoilers would be similarly appreciated =)


Aside from Acid Arrow what other ray type spells do you see benefitting from your conjuration bonus? The Summon Pit spells from the Advanced Player's Guide are pretty cool and are great against non-flying critters with spell resistance.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Not to sound too negative, but this looks like your build doesn't gel with itself. You are building a high-strength character to benefit from your dragon bloodline strength increases, yet your feat choice greatly favors ranged combat.

My personal recommendation, if you really want to benefit from your high strength, is to actually ignore the ranged touch attack spells, save yourself the invested feats and rather buy Toughness so you don't get splattered all over the landscape when you use your high strength score to its actual benefit, hitting people with melee touch attacks.

My REAL recommendation however is to dump strength, get a high dexterity and charisma, a decent intelligence and stay at range, as far away from opponents as possible. There are quite enough good spells which don't require touch attacks of any kind.

Use the human favored class bonus for sorcerers as of level four and stay alive via the usual arcane caster defenses: Great defensive spells to not get hit at all.

But in case that you are set on being a melee Sorcerer, my first set of recommendations stands. ^^


I may ditch the DD idea, like magnuskn said it causes me to be a bit MAD.

I had another thought, as I'm using the Tattoo if I'm staying at range I may get some benefit from Summon Monster as my minions will be around an extra round.


My Sorcerer has finally seen play :)

Stats were rolled (poorly)

Str 10
Dex 14
Con 12
Int 12
Wis 10
Cha 18

AC 12

HP 8

Feats
Spell Focus Conj
Augment Summoning

Traits
Younger Sibling Amiko
Precocious Spell Casting

EDIT the character played well despite being worried about amount of spell I could cast


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
brother ehhnnzioh wrote:

My Sorcerer has finally seen play :)

Stats were rolled (poorly)

Str 10
Dex 14
Con 12
Int 12
Wis 10
Cha 18

AC 12

HP 8

Feats
Spell Focus Conj
Augment Summoning

Traits
Younger Sibling Amiko
Precocious Spell Casting

EDIT the character played well despite being worried about amount of spell I could cast

Hey, that corresponds to a 19 point buy, so it wasn't all *that* poorly rolled. My 15 point buy characters have worse stats than that. ^^


I suppose putting it that way isnt too bad then lol.

Plus as he is summoning his stats arent too important for the most part and is doing very well for his spell durations (summon monster 1 lasts 3 rounds just now)

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