Help with arcane spell caster needed


Advice


Hey to all, its been a while since i emerged myself into waters of spell casting and i was called upon to play a full spell caster in Kingmaker that a good friend of mine will DM.

After going with him through some of the ideas i had about character we settled on sorcerer with a Sylvan bloodline and my trusted animal companion will be wolf.

Now i came here to ask advice on math behind a character, or better speaking to make it not suck so much.

I know Boon Companion, Improved Initiative, Spell Penetrations and Spell Focus's will be taken as feats, but nothing more specific then that. O yea, i should put Toughness somewhere in there as well right ?

Anyway, a rough sketch of what i thought should work for now is:

Half-Orc Sylvan Sorcerer

Point Buy: 15

Str 8 (-2 pt)
Dex 14 (5 pts)
Con 12 (2 pts)
Wis 10 (0 pts)
Int 10 (0 pts)
Cha 18 (10 pt + 2 race floating ability)

Rest of the party will (at least for now) consist of Ranger without animal companion, Bard, and Druid /w animal companion. Druid is the off shot player and always have funky ideas so if possible i would like my char not to be too depended on his spells.

I dunno how to prioritize feats that i should take. On one hand i want to take Boon Companion at lvl 1 so it never lags behind, on other i want to take Improved Initiative so i always play first and then Toughness, followed by "specing" in some schools with Spell Focus, but it just doesn't seem like i have enough feats for everything.

So what ya all think ?

Thanks in advance,
Zoddy


Stats look good! I suggest the trait reactionary for more initiative as well. You should consider taking toughness but I wouldn't put it on the higher priority list. As a sorcerer I suggest taking aoe control spells and if you'e starting at a high level I suggest a little investment in blasting as well. Items that increase your cha and give you metamagic or extra spell slots are good as well. The thread
Guide to the Guides can also help you out with its listed various guides.

Liberty's Edge

Sounds like you've got the right idea with feats so far.

For sure take Improved initiative and boon companion at first, but I'd make feat choices based on experience past that. Rarely threatened? Spell focus at 3. Beat up all the time? Toughness at 3.

I'd hold off on spell penetration until 9 or 11.

For metamagic feats, I'd recommend the standard quicken, and persistent spell. I didn't think I'd like it as much as I have, but I'm playing a wizard who has gotten incredible mileage out of that feat. (persisted glitterdust is fantastic)

Another good thing to build towards is spell perfection at 15, if you have a spell you know you're going to use all the time, and 3 metamagics to consider for that are Quicken, Persisted, and Echoing.

So anyways, here's my suggestion:

1) Improved Initiative, Boon Companion
3) Spell Focus (school)
5) Greater spell focus (school)
7) Persistent Spell spell, Dodge (bloodline)
9) Spell Penetration
11) Toughness
13) Echoing Spell, Quicken Spell (bloodline)
15) Spell Perfection (spell from focused school)

Enchantment would be a thematic school for a sylvan bloodline sorcerer, and a decent one at that. You could take Spell Perfection (confusion) to drop persisted echoing confusion, followed by persisted quickened confusions with greater spell focus, requiring four high-DC saves to not basically lose the fight. And that's just your first round, for 2 level 5 slots.

Spells that work great with Spell Perfection with this build will be your level 3 spells (confusion, slow) that work with persistent AND quicken and your level 5 spells (baleful polymorph?) that can be quickened for free

If you need toughness earlier, I'd take Toughness at 3 and push everything else back a step.

**EDIT**

I forgot the spontaneous aspect of a sorcerer, meaning you know like two and a half spells. For spells, I'd take, AT MOST, one damage spell per level, but sorcerers can actually take damage spells and make them work. This feat progression does assume you're building mostly towards control, as feats like persistent aren't that great for a blaster, who would probably rather have empower.


Thanks for replying first of all!

One thing i forgot to mention is that non core feats and spells are presumed to be banned until proven otherwise. DM is paranoid of overpowering party.

There is been a slight overhaul - changing race from Half Orc to Gnome for story flavor and well ... out right power, with +2 cha, +2 con, +1 DC on illusion spells which will be my main focus, but that does not mean i will forfeit powerful spells like enervation, tentacles, haste, etc.

So my stats will look something like this:
Str 8 (0pt,-2 race)
Dex 14(5pt)
Con 12(0 pt,+2 race)
Wis 10 (0 pts)
Int 10 (0 pts)
Cha 18 (10 pts, +2 race)
As for feat progression, i thought something like this would be ok:

1) Boon Companion
3) Spell Focus/Toughness
5) Toughness/Greater Spell Focus
7) Improved Initiative (Bloodline), Focused Spell (If DM allows it, Precise Shot if not)
9) Greater Spell Focus/Spell Penetration
11)Selective Spell (If DM allows it, Spell Penetration if he does not allow it)
13)Quicken Spell (Bloodline), Greater Spell Penetration/
15) Greater Spell Penetration.

As you can see, many of metamagic feats depend upon good grace of my DM and i doubt he will allow Spell Perfection, simply cause of feats power on any one single spell.

As for BOOMSTICK spells, i was thinking of limiting myself to magic missile and scorching ray later on, but its debatable and depends on how rest of the party does.

So any thoughts ?

Liberty's Edge

Looks good. The one thorn that the Fey bloodline has is that one of its better feats is Improved Initiative, which makes it harder to take at early levels. I will say that going first as a control-type spellcaster is really, really nice, but there's always that balancing act between early power and a comparatively less powerful feat selection later on.

BOOMSTICK: You certainly don't need these to succeed as a sorcerer - in fact, the most powerful spells typically don't deal damage. It's just that sorcerers tend to make damage spells work a little better than other spellcasters. So, you won't hear me complaining if you decide to limit the number you have. You could probably get just as much mileage out of spells like Bull's Strength cast on your animal companion. Scorching Ray and Magic Missile will make fine fall-back options, though, once you've got the battle in hand and just want to minimize losses by helping wrap things up.

Also, you may not need Toughness at all if you take False Life as a spell. If you can cast personal spells on your animal companion, then it can pull double weight by giving both you and your wolf some extra cushion.

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