InVinoVeritas
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Hi! I mentioned that I'd like to see a guide for optimizing the different sorcerer bloodlines. So... I'm starting one.
So, everyone: Pick a bloodline and discuss it! How would you make it awesome? Or, critique other people's optimizations! Let's figure out how to get the most out of your bloodline choice.
I'll start at the beginning with Aberrant. (I don't have Ultimate Magic, so anything you've got can add to this.)
The Aberrant bloodline grants extended Polymorph spells, protection from critical hits and sneak attacks, decent Spell Resistance, a ranged attack, and Long Limbs.
Note that the range for Long Limbs is still within 30', which means that you will remain within range of melee or ranged sneak attacks. This is where the protection from critical hits and sneak attacks come in, but it won't be enough to just prevent death outright. Thus, ways to raise your AC will be helpful.
Furthermore, you will be spending more time in combat, so being able to transform into a number of different beings will prove helpful.
Feats that will be helpful to the aberrant sorcerer:
Toughness - If you're going to be closer to the front lines, you'll want more hit points. This is valuable for your entire career.
Combat Casting - Similarly, you'll find yourself in the thick of things, and you might not always have the 5' step you're looking for. Also, if you turn into a grappling form, this feat will let you continue to cast your touch attack spells and ground them into your grappled target. You can get it as a bonus feat, but you'll probably want it sooner than 7th level.
Still Spell - You're an arcane wild shaper. This, combined with Silent Spell, is your Natural Spell.
Silent Spell - The other part of the arcane wild shaper. You start with Eschew Materials and have no spellbook; with this and Still, you'll always be able to cast something, even when you're grappled or paralyzed or whatever. This is an excellent choice for your 7th level bonus feat.
Quicken Spell - Takes the Silent/Still spells to the next level. An excellent choice, and lets you full attack or cast metamagic in the same round.
Arcane Strike - If you're the sort to change into something and full attack with lots of natural weapons coupled with Chill Touch or Elemental Touch, then this feat is decent. If you aren't planning to do lots of multiattacks, then skip it.
Spell Focus(Transmutation) - You can choose spells to make this matter, but the big reason is to take:
Tenacious Transmutation - so that your polymorphs won't be dispelled.
Spell Focus(Necromancy) - Many touch attacks are Necromancy spells.
Not recommended:
Reach Spell - Long Limbs covers most of your needs here; save the feat slot.
Extend Spell - Your polymorphs are your major long-period buffers, and this will not stack with your arcana.
Since you're only taking three feats from your bonus feat list, my recommendations are for Silent Spell at 7th, Improved Initiative at 13th, and Iron Will at 19th. If you like the grappling route, but are unwilling to spend your feats to gain it earlier, then choosing Improved Unarmed Strike and Improved Grapple are good choices. But see if you can pick up a Grappler's Mask first.
Recommended Spells:
Note that there are lots of good standard choices, like Color Spray, Grease, etc. I won't touch on those, instead focusing on spells that complement the bloodline well.
Level 1:
Chill Touch - This will be a workhorse spell, since you can cast it and just keep on touching stuff for a long time. Note that if you've got a form that makes multiple attacks in a single round, you can Chill Touch for all of the attacks with a single casting.
Shield - It lasts less than Mage Armor, but you'll want to pick up Bracers of Armor or some other armor source quickly. The shield source is harder to come by. You can instead choose Mage Armor and swap it out once you have the bracers. Because you have so few spells known per level, I don't recommend getting both.
Shocking Grasp - Good at first, but quickly becomes obsolete. Great for the low levels, and remains good if you have Intensify Spell. However, once you get access to Vampiric Touch, that will be the replacement.
Level 2:
Alter Self - Your first polymorph. The Boggard and the Troglodyte will see a lot of use--the boggard has darkvision, low-light, a swim speed, and a ranged touch attack with the tongue, stacking with Long Limbs. The Troglodyte has a bite and two claw attacks. The Boggard is the Shocking Grasp build, the Troglodyte is the Chill Touch build.
Elemental Touch - A decent Chill Touch replacement, but note that the duration is in rounds and not touches; if you have lots of attacks that are likely to hit, Elemental Touch is better. If you need staying power and might miss your target, Chill Touch works better.
False Life - Extra HP will be important for you, even more so than most other sorcerers.
Level 3:
Twilight Knife - You will be attacking things. The knife might as well be attacking with you.
Draconic Reservoir - Elemental Touch and Protection from Energy in one. This is good versatility.
Beast Shape I - The basic "wild shape". Get more attacks and combine with your touch spells for damage. Use this and become an Eagle, and don't take Fly.
Vampiric Touch - Touch attack, AND temporary HP? Yes, please. Excellent Spell Storing choice.
Level 4:
Bestow Curse - It's a touch attack! Contagion is, too, but probably doesn't work fast enough.
Stoneskin - Another good protection spell for the frontline sorcerer, which can be used for everyone else, too.
Calcific Touch - In the Chill Touch family. Excellent debuffer, and if you can get someone turned to stone, it's a damage spell, too.
Level 5:
Polymorph - You need all the versatility you can, even with your polymorphs.
Permanency - You might want this on scrolls instead, but many of your bonus spells can be made permanent.
Level 6:
Fluid Form - Not a polymorph, but another source of protection, and reach!
Unwilling Shield - Well, if you're going to be in harm's way, someone should suffer for it, right?
Transformation - If you're wading into combat, friggin' wade into combat!
Level 7:
Greater Polymorph - Spell economy is king.
Level 8:
Giant Form II - More polymorph, and you get to keep your stuff. You'll get Shapechange, but this will let you use your 8th level slots.
Level 9:
Fiery Body - Mobility, fire protection, and extra-strong unarmed melee attacks. Stacks with everything else you've got running.
Good Magic Items:
Once again, I'll be focusing on items that synergize with the bloodline, instead of items that every sorcerer or adventurer will find useful.
Bracers of Armor - Good for any sorcerer, but even better for a frontline sorcerer. Similarly, Rings of Protection are important items.
Amulet of Mighty Fists - Adds to your melee touch attack rolls, and to attack and damage of natural weapons. The Spell Storing quality helps with the action economy a lot, especially with polymorph, but note that you won't be able to access the Spell Storing quality if you polymorph into a form that melds your gear with yourself. If you've got time before battle, polymorph then put on the amulet.
Grappler's Mask - If you're going to be grappling stuff with all the tentacles you've polymorphed, this will be useful.
InVinoVeritas
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Are we not talking about crossblooded bloodlines? I really don't want this to turn into "you think that's good. . . wait till you see X and Y crossblooded!?" There are significant drawbacks to crossblooded and you can't just assume that those drawbacks will not cause more problems than benefits.
If there's a particular X/Y cross that works well, it would be helpful to see it. I'm of the opinion that the choice of the bloodline sets the theme for the actions the character will be taking, crosses included. In short, if your planned spell and feat choices aren't in line with your bloodline, then you're probably better off choosing a different bloodline to start.
I'm not interested in saying "Bloodline X is better than bloodline Y!" I'm interested in solving the problem, "How do you maximize Bloodline X?" That remains true if it's X, Y, or X/Y.
For example, if you're planning to be a stand in the back, hide, and battlefield control, then I won't recommend the Aberrant bloodline for you--others will do that job better. You don't need to be Aberrant to take Black Tentacles, for example. Aberrant is better much closer to the frontline, so your spell and feat choices should reflect that positioning.
| OmegaZ |
I will work on a mini-guide for the Destined bloodline when I can this weekend and post it here when I'm done! Glad this thread is made and I like your build for Aberrant blooded sorcerer. My only question is whether you can make your touch attacks with your long limbs and Spectral Hand in the same round.
| OmegaZ |
Alright, here's my mini-guide for a Destined sorcerer.
The destined sorcerer's (DS) abilities are mainly defensive and focus on self-buffing. Because of this, the DS is going to spend a bit of time in combat, taking the "gish" role.
Stats should be prioritized Cha>Str>Dex>Con>Wis>Int. Try to keep Wis at at least a 10, so it doesn't hurt your saves and perception.
Race selection should favor Charisma without getting in the way of combat, so Human, half-orc, and half-elf are your best choices. Halfling and gnome take the penalty to Str so they're not the best choice for this build.
You're not going to get many skill points with this build, so I would stick with Perception and Spellcraft. Let the wizard and rogue worry about the other stuff.
For feats the DS will want to take a combination of skirmisher and caster feats. Toughness is always great, as is spell focus: transmutation which leads into tenacious transmutation. Power Attack & Friends is a good choice to help you with damage, but be careful not to use it on high AC enemies.
Spell choice should focus on buffing yourself, your allies, and battlefield control. You'll have a decent Str, so some touch spells aren't out of the question.
Outside of all this, the standard advice for casters/gishes applies. Have fun and seize your destiny!