Sorcerer Advice


Advice


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I covered this a little bit in another thread (http://paizo.com/forums/dmtz5gah?Arcane-Strike-to-Rays) but I would like to know how I've done so far with my character and where to go from here.

I have a human elemental (fire) bloodline sorcerer who is currently level 3. The fire was chosen for fun and playstyle.

Feats are: Improved Initive, Precise Shot, Point Blank Shot. I'm considering Toughness or Arcane Strike (if legal for rays) for my 5th level feat when I get there.

We used a 15 point buy array-

8 str
14 dex
13 con
12 int
10 wis
17 cha

My spells chosen are
Grease, Mage Armor, Burning Hands (bloodline), and Magic Missle.

I'm not allowed to take the alternate bonous of an additional spell per level, but it is something I am trying to talk my DM into.

I've trying to build my sorcerer as a blaster but with some battlefield control. My planned spells at 4th and 5th level - identify, flame orb, pryotechnics, scorching ray (bloodline). If I can convince my DM to let me get more spells per level and rebuild I would get true strike, shield, and feather fall as first level spells, with the future level two spells being glitterdust and invisibility.


Hawktitan wrote:

I covered this a little bit in another thread (http://paizo.com/forums/dmtz5gah?Arcane-Strike-to-Rays) but I would like to know how I've done so far with my character and where to go from here.

I have a human elemental (fire) bloodline sorcerer who is currently level 3. The fire was chosen for fun and playstyle.

Feats are: Improved Initive, Precise Shot, Point Blank Shot. I'm considering Toughness or Arcane Strike (if legal for rays) for my 5th level feat when I get there.

We used a 15 point buy array-

8 str
14 dex
13 con
12 int
10 wis
17 cha

My spells chosen are
Grease, Mage Armor, Burning Hands (bloodline), and Magic Missle.

I'm not allowed to take the alternate bonous of an additional spell per level, but it is something I am trying to talk my DM into.

I've trying to build my sorcerer as a blaster but with some battlefield control. My planned spells at 4th and 5th level - identify, flame orb, pryotechnics, scorching ray (bloodline). If I can convince my DM to let me get more spells per level and rebuild I would get true strike, shield, and feather fall as first level spells, with the future level two spells being glitterdust and invisibility.

You're not using your fire bloodline. Take some elemental spells that are *not* fire, so you can convert them and use your bloodline arcana.

I tend to work in a offense-defense pattern kind of way, so when I get an offense, I take the corresponding defense. In your case that means getting the shield spell.

Arcane strike cannot be used for rays.

I would definitely get invisibility, rather than another spell of that level.

Dragon breath is fantastic for blasting, I would definitely recommend it. I also advise you to consider the intensified spell feat to keep your blaster spells competitive.

Liberty's Edge

Hawktitan wrote:

I covered this a little bit in another thread (http://paizo.com/forums/dmtz5gah?Arcane-Strike-to-Rays) but I would like to know how I've done so far with my character and where to go from here.

I have a human elemental (fire) bloodline sorcerer who is currently level 3. The fire was chosen for fun and playstyle.

Feats are: Improved Initive, Precise Shot, Point Blank Shot. I'm considering Toughness or Arcane Strike (if legal for rays) for my 5th level feat when I get there.

We used a 15 point buy array-

8 str
14 dex
13 con
12 int
10 wis
17 cha

My spells chosen are
Grease, Mage Armor, Burning Hands (bloodline), and Magic Missle.

I'm not allowed to take the alternate bonous of an additional spell per level, but it is something I am trying to talk my DM into.

I've trying to build my sorcerer as a blaster but with some battlefield control. My planned spells at 4th and 5th level - identify, flame orb, pryotechnics, scorching ray (bloodline). If I can convince my DM to let me get more spells per level and rebuild I would get true strike, shield, and feather fall as first level spells, with the future level two spells being glitterdust and invisibility.

From Human Favored class bonus for Sorceror's(source d20pfsrd.com)"Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast."

You could not have picked three first level spells. You could have added three 0th level spells which can be very useful.


What cantrips do you have? If you have acid splash, or ray of frost, I'd trade out magic missile the first chance I'd get for a different 1st level spell, especially since you have Point Blank Shot and Precise Shot, and your bloodline arcana to fire them up- pick it up again later once your caster level is a bit higher and you have more than 2 missiles.

Toughness is always a solid feat choice for a caster, though if you are aiming at blasting I would also recommend Spell Penetration; it can be invaluable in a few levels.

Pyrotechnics is a great, versitile spell, one that you will often be able to use (if you ever need a fire you have burning hands to ignite one). It is fine battlefield control and a great addition to your spell list. Since you will be attacking with damage spells, I'd recommend mirror image over invisibility so your attacks don't break a primary defense, though invisibility definately a solid choice to pick up at some level.

I'd second the dragon breath recommendation as well. Spell versitility is the name of the game when it comes to sorcerers.


I'd rather go with Primal Elemental. +1 to every damage dice from your element is better than being able to cast other element spells as fire. Draconic is even better, in my opinion. Perception as class skill rocks, because Perception is the best skill in the game, bar none.

That said, I'll go with Toughness, even better at level 1. You get more from it at level 1 than any other feat.

Dragon Breath is a very good spell, but it's level 4. I find myself casting a lot of empowered scorching rays at level 4.

Don't overload in fire blasting spells. Scorching ray and fireball is what you will be using 80% of the time, with an optionan non-fire spell for inmunes/resists (here is where dragon breath spell really shines). You can cast them as much as you want, so don't really bother having flame sphere and whatever. Get some defense spells and some utility spells as well. Spells that can be used in more than one way are specially good. Glitterdust is a prime example.

My level 10 Draconic sorcerer has (not including any bonus from human)

1- Magic Missile, Mage Armor, Shield, Charm Person, Enlarge Person, Prot from evil
2- Scorching Ray, Invisibility, Mirror Image, Glitterdust, Blindness, Resist Energy
3- Haste, Fireball, Fly, Slow
4- Enervation, Dimensional Door, Fear
5- Baleful Polymorph

Next level I'll get Spell Resistance, Dispel Magic, Black Tentacles. The idea is having at least 1 good spell against will, 1 good against fortitude, and some defense/utility/buffs to defend yourself and your party, and some good battlefield control spells.

Get a few good low level wands that have utilities beyond caster level. A Level 1 Prot from evil Wand can break Mind Control or being attacked by a summoned creature as well as one cast by yourself. Silent Image, Obscuring Mist, etc, all of them are good regardless of save DC.

Get yourself a metamagic lesser rod of empowerment as soon as you can, and once you can empower the spells yourself, use a lesser rod of maximize. Remember, an Empowered Fireball is still a lvl 3 spell, and can thus be maximized with a Lesser Rod of Maximize. At level 10, 5d6+70 is a nice nuke.

Select either Fireball or Scorching Ray as your Magic Lineage. Use Intensify Spell and/or empower for them, and then maximize with lesser rods. Lesser Rods are cheap. Metamagic enhanced level 3 spells are powerful.

At level 12, get Summon Monster VI. It's an awesome spell for a Sorcerer , gives you a tank in a pinch, but also true seeing flying archers, healing support, Sugestion and Charm Monster, at-will Dispel Magic and much more.


Sangalor wrote:


You're not using your fire bloodline. Take some elemental spells that are *not* fire, so you can convert them and use your bloodline arcana.

I tend to work in a offense-defense pattern kind of way, so when I get an offense, I take the corresponding defense. In your case that means getting the shield spell.

Arcane strike cannot be used for rays.

I would definitely get invisibility, rather than another spell of that level.

Dragon breath is fantastic for blasting, I would definitely recommend it. I also advise you to consider the intensified spell feat to keep your blaster spells competitive.

I've actually tried to go with spells of varying roles.

Mage Armor - defensive (and for a monk sometimes)
Grease - battlefield control (plus my DM likes the idea that it can be lit, bonous!)
Magic Missle - Single target damage. Also I really like a spell that never misses.
Burning Hands - No choice, but a early AoE spell is nice, dealing with a swarm if I ever need it.

Shield is something to consider and something I'd like to get.

Quote:


From Human Favored class bonus for Sorceror's(source d20pfsrd.com)"Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast."

You could not have picked three first level spells. You could have added three 0th level spells which can be very useful.

Thank you for pointing that out, although it does dash my dreams a little!

Quote:


What cantrips do you have? If you have acid splash, or ray of frost, I'd trade out magic missile the first chance I'd get for a different 1st level spell, especially since you have Point Blank Shot and Precise Shot, and your bloodline arcana to fire them up- pick it up again later once your caster level is a bit higher and you have more than 2 missiles.

...

Pyrotechnics is a great, versitile spell, one that you will often be able to use (if you ever need a fire you have burning hands to ignite one). It is fine battlefield control and a great addition to your spell list. Since you will be attacking with damage spells, I'd recommend mirror image over invisibility so your attacks don't break a primary defense, though invisibility definately a solid choice to pick up at some level.

Well, I think Flame Orb + Pryotechnics would be a good combo, esp since flame orb is a magical fire. Flame orb is nice as it also doubles as a semi-battlefield control spell and a blast that keeps on blasting while you can cast something else.

My cantrips are light, detect magic, ray of frost, daze, prestidigitation.


Hawktitan wrote:

I've actually tried to go with spells of varying roles.

Mage Armor - defensive (and for a monk sometimes)
Grease - battlefield control (plus my DM likes the idea that it can be lit, bonous!)
Magic Missle - Single target damage. Also I really like a spell that never misses.
Burning Hands - No choice, but a early AoE spell is nice, dealing with a swarm if I ever need it.

Shield is something to consider and something I'd like to get.

Quote:
Well, I think Flame Orb + Pryotechnics would be a good combo, esp since flame orb is a magical fire. Flame orb is nice as it also doubles as a semi-battlefield control spell and a blast that keeps on blasting while you can cast something else.

It is a good combo. However, sorcerors dont work well with spell combos. They have a limited selection of spells, and "wasting" two slots for a combo might not be the best idea. You usually want the oppossite, spells that can do different effects. Glitterdust can be used to counter invisibility/mirror image/blur, but also to gimp a BBEG and as a battelfield control. Grease is double purpose also, another excelent selection. Higher level summon monsters give you a tank, a damage dealer, some battelfiend control, and a source for different spells. For example, as a sorcerer it's a waste to have Charm Monster or Suggestion, when you can conjure a Succubus that can Charm Monster and Suggestion for you.

Pyrotecnnics is a versatile fun spell, but comboing with Flame Orb, while might be a good idea in a Wizard, it's, imho, a waste on a Sorcerer, becouse Scorching Ray is already using the Blast slot in level 2. Use Grease, burning Hands, and then pyrotechnics if you really need. Or have a party member use an Oil Flask.


Spell selection is pretty critical, I would personally go with a wand of shield and a wand of mage armor.

Grease is simply the best spell at first level. Grease the ground, grease th opponents weapon, grease yourself.

Magic Missle is good also auto hit nice.

Burning hands great, swarm of spiders etcs

Ray of Fire range 30 good as well.

2nd level spells invisibility can be great.

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