Blaster Sorc help?


Advice


So I'm starting a campaign with a few people who are pretty new to the game, and i usually play Control/summoner sorc. It's fun but I wanna try something new.

So im wanting to build a blaster sorc, centered around frost damage if possible.
20 point buy, starting at level 5. I hear good things about mixing Orc/Draconic bloodlines.

Any and all help is appreciated! Thanks.


The general consensus is that this monstrosity is the most optimal choice: Cross-blooded Orc+Draconic Sorcerer 1/Evocation (admixture school) Specialist Sin Magic Wizard X

If you want to play a straight sorcerer and you are dead set on cold damage (acid damage is the least often resisted, fire damage has the most spells available to you), Here are some options:

Cross-blooded Orc+Draconic (Silver): this has the most damage, but you will suffer from the low number of cold spells available to you.

Cross-blooded Orc+Elemental (Water): damage is slightly lower, but the Elemental Bloodline Arcana allows you to change any blast into a cold blast. Which lets you use the Rime Spell Metamagic, which is pretty nice. You can do Draconic (Silver)+Elemental (Water) if Orc isn't your thing... but Orc allows you to get bonus damage on non-cold spells, which is nice when you come up against cold-immune enemies.

The keys to dealing lots of damage with any of these builds are to up your caster level with feats like Varisian Tattoo and Spell Specialization, then use the Intensified Spell Metamagic.


I forgot to mention, the only books available to me are core books.


ComradeQuestion wrote:
I forgot to mention, the only books available to me are core books.

What are the "core books"? Or do you mean only the core rulebook?


Comrade Question, by any chance do you go to LL and play RS?


Some Random Dood wrote:
ComradeQuestion wrote:
I forgot to mention, the only books available to me are core books.
What are the "core books"? Or do you mean only the core rulebook?

Core Rule Book

Advanced Players Guide
Ultimate Magic
Ultimate Combat

Zolthux wrote:
Comrade Question, by any chance do you go to LL and play RS?

I pm'ed you :p


Hey Comrade :D

anyway, just follow Beeb's Link.

Last blaster I played was a Primal Sorcerer 7/Rogue 3/ Arcane Trickster 5. It was fun, but the damage output was not great.

Current Blaster I'm playing is more along the lines of this

Except I focused on Acid Damage, because i have access to this 3rd Party feat

Earth-Born Sorcery:
Prerequisite: Con 13, character level 1st, sorcerer with Elemental (earth) bloodline or earth subtype

Benefit: You use your Constitution modifier instead of your Charisma modifier for all sorcerer class abilities (bonus spells, save DCs, maximum level of spells you can learn, elemental ray, elemental blast, etc.)

Special: You can never learn or cast spells from the Enchantment school or spells with the electricity descriptor.

...But I suggest you follow the Roshgog build


Zolthux wrote:

Hey Comrade :D

anyway, just follow Beeb's Link.

Last blaster I played was a Primal Sorcerer 7/Rogue 3/ Arcane Trickster 5. It was fun, but the damage output was not great.

Current Blaster I'm playing is more along the lines of this

Except I focused on Acid Damage, because i have access to this 3rd Party feat

** spoiler omitted **

...But I suggest you follow the Roshgog build

Word, after looking through the spells i figure that the only way to do decent damage with frost is to go elemental(water)/something else

since i can't use orc id have to dual dragon/frost and honestly, frost is lacking in the things that go boom department. So i may follow one of these ideas as closely as I can. I like both so far.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Use my ice witch, Helegûr, as a template for your own character and you ought to do fine.

Keep in mind, ice magic is more about battlefield control than it is blasting. Blasting is fire's domain.


Ravingdork wrote:

Use my ice witch, Helegûr, as a template for your own character and you ought to do fine.

Keep in mind, ice magic is more about battlefield control than it is blasting. Blasting is fire's domain.

Yeah I realize this now, after looking through the spells.

Thanks for the template though, might come in handy.
I may just go fire though, if it works better for what my party needs. Not too sure yet. ill know tomorrow.

EDIT: link is broken :(


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
ComradeQuestion wrote:

Yeah I realize this now, after looking through the spells.

Thanks for the template though, might come in handy.
I may just go fire though, if it works better for what my party needs. Not too sure yet. ill know tomorrow.

EDIT: link is FIXED

Also, take a look at my min/maxed fire sorcerer, Roshgog.


Oh, and piece of advice:

When deciding which element to go, don't worry too much about which spells will be useful for your element.

If you go Elemental (Whether Primal or crossblodding with Draconic), you gain Burning Hands at level 3 as a spell matching whatever your energy Type is. At level 5 you gain scorching Ray, which also matches your element. Scorching Ray doesn't cap until level 11, at which point you have many options available to you. I recommend Dragon Breath as a level 4 spell. It's awesome for blaster.


Ravingdork wrote:


Also, take a look at my min/maxed fire sorcerer, Roshgog.

Nice!

Since i'm going to do a similar sorcerer i'm curious about one thing.

Seeing the build already at 15 lvl seem really nice but how was being crossbloded at lower level? Let's say from 5 to 15 (casually i'm starting from 5 :P)


Imho extra high level spells > 10 dpr. Crossblooded isnt wirth it except as a powergamibg 1 level dip for evokers and for theorycrafter one trick poneys. For real play, pure sorcerer is best. And pure human sorcerer, for that matter.


Ravingdork wrote:
ComradeQuestion wrote:

Yeah I realize this now, after looking through the spells.

Thanks for the template though, might come in handy.
I may just go fire though, if it works better for what my party needs. Not too sure yet. ill know tomorrow.

EDIT: link is FIXED

Also, take a look at my min/maxed fire sorcerer, Roshgog.

The Roshgosh link is solid enough, but I just hate relying so much on magic items when pre-planning a character.

To the OP - have you considered maybe going Dragon Disciple? It wouldn't be a pure blaster, but I run one in a campaign (Paladin 2/Sorcerer 10/Dragon Disciple 8) who serves perfectly fine as the group's blaster but can add in high saves, high AC and serve as the group's secondary front-line fighter as well.


Mercurial wrote:
Ravingdork wrote:
ComradeQuestion wrote:

Yeah I realize this now, after looking through the spells.

Thanks for the template though, might come in handy.
I may just go fire though, if it works better for what my party needs. Not too sure yet. ill know tomorrow.

EDIT: link is FIXED

Also, take a look at my min/maxed fire sorcerer, Roshgog.

The Roshgosh link is solid enough, but I just hate relying so much on magic items when pre-planning a character.

To the OP - have you considered maybe going Dragon Disciple? It wouldn't be a pure blaster, but I run one in a campaign (Paladin 2/Sorcerer 10/Dragon Disciple 8) who serves perfectly fine as the group's blaster but can add in high saves, high AC and serve as the group's secondary front-line fighter as well.

What items is Roshdog relying on? He doesn't really useany of them.

The build is a cool pyromancer focused build. However, I'd rather have him being not crossblooded and getting extra spells. Even wothout he hunan extra bonus, you coukd have one extra spell per level. That means ypu couod add reverse gravity, greater dispel magic, wall of force, imprived invisibility, hold person, blindess and protection from evil, for example. You will do 15 less damage (7 on a save) but you will have a much better spell selection.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
gustavo iglesias wrote:
What items is Roshdog relying on? He doesn't really use any of them.

Being an orc, he enjoys the occasional melee game against weaker opponents. He wouldn't be able to do that without his belt and numerous defensive items. It's relatively dangerous for him even with said items.

The only other thing worth mentioning is his robe of arcane heritage, which grants him higher damage DCs with his breath weapon.

If you want to focus on the spellcasting aspects of the character, I would drop the belt of perfection (or reduce its capabilities) and pick up a metamagic rod to enhance his blasting potential even further.


Ravingdork wrote:
gustavo iglesias wrote:
What items is Roshdog relying on? He doesn't really use any of them.

Being an orc, he enjoys the occasional melee game against weaker opponents. He wouldn't be able to do that without his belt and numerous defensive items. It's relatively dangerous for him even with said items.

The only other thing worth mentioning is his robe of arcane heritage, which grants him higher damage DCs with his breath weapon.

If you want to focus on the spellcasting aspects of the character, I would drop the belt of perfection (or reduce its capabilities) and pick up a metamagic rod to enhance his blasting potential even further.

that is my point. He goes melee from time to time (11 rounds a day for claws) just for fun. He does not rely on it though. Against tough oponents or in serious combats, he will start to cast Maxed Firesnakes. His items are quite staple (AC and Saves).

I ve seen other builds that rely more in rods and stuff, this PC is quite self-competent.


ComradeQuestion wrote:

So I'm starting a campaign with a few people who are pretty new to the game, and i usually play Control/summoner sorc. It's fun but I wanna try something new.

So im wanting to build a blaster sorc, centered around frost damage if possible.
20 point buy, starting at level 5. I hear good things about mixing Orc/Draconic bloodlines.

Any and all help is appreciated! Thanks.

There is a similar thread here.

I gave some of my thoughts here.

I have seen a lot of sorcerer-dipping for wizards to get more effective through the bloodline arcana of sorcerers recommended on these boards lately. Personally I do not think it is a good idea and that maybe you can come up with theoretical mechanical advantages, but that is based on the old sorcerer-wizard-who-is-more-powerful-discussion whose outcome depends on campaign, group gaming style etc. So I would suggest you stay in the class.

Focusing on frost damage is not a problem IMO. However, you will run into resistances sooner or later, so you should be prepared to use different energies. Metamagic feats and spells with built-in flexibility such as dragon breath are good for that.

And looking more closely at crossblooded, I wonder if it really is worth it. Standard single bloodline might be better in the long run :-)


If you go human and don't PRC out of it, go with the Human FC of more spells known. You miss out on one 9th level spell knows, but the bonus human spells amount to up to 3 cantrips, and one more of every other spell level.

It messes u your spell progression a little bit, but if you're a blaster it may be worth it. Depends, more spells, or +1 damage per die for all your blasts unless you're not using your element shift cause you're fighting something that resists it.


I really like some of the suggestions I've been given. Kinda sucks I can't do a lot of them under the constraints I have.(no orc bloodline, no tattoo)

Maybe ill go straight human sorc, draconic bloodline and center it around fire damage.
as far as stats go...

str 10
dex 13 (+1 @ 4)
con 14
int 10
wis 12
cha 18

Not too sure what to grab early feat wise, combat casting for sure, improved initiative, quicken spell, intensify spell, maximize spell, spell perfection (fire snake), elemental focus fire

Curious as to opinions on cross bloodlines though. Losing spell slots and will saves has to be somewhat of a downer.

I never play casters so the whole concept is strange to me.

Thoughts?


ComradeQuestion wrote:

I really like some of the suggestions I've been given. Kinda sucks I can't do a lot of them under the constraints I have.(no orc bloodline, no tattoo)

Maybe ill go straight human sorc, draconic bloodline and center it around fire damage.
as far as stats go...

str 10
dex 13 (+1 @ 4)
con 14
int 10
wis 12
cha 18

Not too sure what to grab early feat wise, combat casting for sure, improved initiative, quicken spell, intensify spell, maximize spell, spell perfection (fire snake), elemental focus fire

Curious as to opinions on cross bloodlines though. Losing spell slots and will saves has to be somewhat of a downer.

I never play casters so the whole concept is strange to me.

Thoughts?

You stats look fine. Crossblooded is good if you are ready for a long road to high power, for multi-classers (great for saves) or prestige-classing (eldritch knight, arcane strike), or if you need it for a certain concept (like really focussing on enchantment and wanting the ability to influence undead and vermin and other creatures usually resistant).

Something I would definitely consider are the great fortitude and iron will feats. Casters are squishy and crossblooded even more so.

Toughness would fit in well, too. Also some more metamagic: elemental spell, silent spell, reach spell, selective spell :-)


Sangalor wrote:
ComradeQuestion wrote:

I really like some of the suggestions I've been given. Kinda sucks I can't do a lot of them under the constraints I have.(no orc bloodline, no tattoo)

Maybe ill go straight human sorc, draconic bloodline and center it around fire damage.
as far as stats go...

str 10
dex 13 (+1 @ 4)
con 14
int 10
wis 12
cha 18

Not too sure what to grab early feat wise, combat casting for sure, improved initiative, quicken spell, intensify spell, maximize spell, spell perfection (fire snake), elemental focus fire

Curious as to opinions on cross bloodlines though. Losing spell slots and will saves has to be somewhat of a downer.

I never play casters so the whole concept is strange to me.

Thoughts?

You stats look fine. Crossblooded is good if you are ready for a long road to high power, for multi-classers (great for saves) or prestige-classing (eldritch knight, arcane strike), or if you need it for a certain concept (like really focussing on enchantment and wanting the ability to influence undead and vermin and other creatures usually resistant).

Something I would definitely consider are the great fortitude and iron will feats. Casters are squishy and crossblooded even more so.

Toughness would fit in well, too. Also some more metamagic: elemental spell, silent spell, reach spell, selective spell :-)

Hmm. with bloodlines Draconic [White], Elemental (water) Then I can take Rime Spell and really ruin someones day.

Or i can go Draconic[red] Elemental Fire and just melt everyone and everything who looks at me funny.

my brain is starting to hurt from thinking about this too much, so many
decisions! :(

Still open to some suggestions, I have plenty of time to get the character built.

Toughness is always a good idea, i must have pasted over it from my template, oops. Great fortitude is pretty much a must have with the DM i have, he loves fort and reflex saves, last campaign there were hundreds of them by level 7, started at 3.

I would honestly never go eldrich knight. I don't see the merit in it. As a matter of fact, I fail to see a reason to take almost any of the prestige classes. Shadow Dancer seems lackluster as hell, minus HIPL which you get at level 1. Arcane Archer seems like its good in theory but bad in practice, I've literally never seen someone roll one and i've been playing for 2 and a half years now. The only prestige class I'd consider is Arcane Trickster. Course I could be ignorant to the values, as I've never seen any prestige classes. If someone wants to tell me what's up i'd be down to read a bit, always looking to build new characters, even if they are just npcs for a campaign of mine.


ComradeQuestion wrote:

Hmm. with bloodlines Draconic [White], Elemental (water) Then I can take Rime Spell and really ruin someones day.

Or i can go Draconic[red] Elemental Fire and just melt everyone and everything who looks at me funny.

my brain is starting to hurt from thinking about this too much, so many
decisions! :(

Still open to some suggestions, I have plenty of time to get the character built.

Toughness is always a good idea, i must have pasted over it from my template, oops. Great fortitude is pretty much a must have with the DM i have, he loves fort and reflex saves, last campaign there were hundreds of them by level 7, started at 3.

I would honestly never go eldrich knight. I don't see the merit in it. As a matter of fact, I fail to see a reason to take almost any of the prestige classes. Shadow Dancer seems lackluster as hell, minus HIPL which you get at level 1. Arcane Archer seems like its good in theory but bad in practice, I've literally never seen someone roll one and i've been playing for 2 and a half years now. The only prestige class I'd consider is Arcane Trickster. Course I could be ignorant to the values, as I've never seen any prestige classes. If someone wants to tell me what's up i'd be down to read a bit, always looking to build new characters, even if they are just npcs for a campaign of mine.

You have some good ideas with your bloodlines there, just let it roam around in your head till you come to a conclusion :-)

As for prestige classes: They are pretty good in PF. And I mean it in the sense that
a) there is a place for each of them
b) they do not step on the toes of the base classes.

Shadowdancer is really cool, but it's often misunderstood. It is not a good class for casters, it's alright for rogues, but the real strength of it shows with a class like the fighter who wants to seriously expand versatility. Sample build here
Eldritch Knight is good for classes with few class features and when you want to go for a high BAB. The changes Paizo made to the 3.5 version are quite good.
Arcane Archer is pretty powerful, and not only in theory. For example, you can shoot antimagic fields with it - bane to all spellcasters! It has high survivability and is hard to bring down. Just think of the possibilites of zen archer / empyreal sorcerer / arcane archer - everything runs of wisdom and you will really lay down some hurt.
Arcane Trickster is nice, yes :-)
There are a lot of nice PrC - dragon disciple, battle herald, holy vidndicator, horizon walker, master spy, ...


I may have to try a fighter/shadow dancer. Sounds like fun.
You build seems to have rather low dex though. But if i were to make one, it would be TWF > 2 handed wep, as I haven't done TWF in a long time.


ComradeQuestion wrote:

I may have to try a fighter/shadow dancer. Sounds like fun.

You build seems to have rather low dex though. But if i were to make one, it would be TWF > 2 handed wep, as I haven't done TWF in a long time.

Sure, go ahead :-)

I put the points in charisma to
a) get better dcs on the shadowdancer powers
b) to take eldritch heritage: celestial to be able to heal myself and the shadow :-)


Sangalor wrote:
ComradeQuestion wrote:

I may have to try a fighter/shadow dancer. Sounds like fun.

You build seems to have rather low dex though. But if i were to make one, it would be TWF > 2 handed wep, as I haven't done TWF in a long time.

Sure, go ahead :-)

I put the points in charisma to
a) get better dcs on the shadowdancer powers
b) to take eldritch heritage: celestial to be able to heal myself and the shadow :-)

Yeah I get that, but why so many points in int? That confused me.


ComradeQuestion wrote:
Sangalor wrote:
ComradeQuestion wrote:

I may have to try a fighter/shadow dancer. Sounds like fun.

You build seems to have rather low dex though. But if i were to make one, it would be TWF > 2 handed wep, as I haven't done TWF in a long time.

Sure, go ahead :-)

I put the points in charisma to
a) get better dcs on the shadowdancer powers
b) to take eldritch heritage: celestial to be able to heal myself and the shadow :-)
Yeah I get that, but why so many points in int? That confused me.

I like skills and inteligent characters :-)


btw, i dont recommend fire as your main element, simply because later on pretty much everything is either resistant or immune to fire.

If you decide to go for fire anyway, stock up on metamagic rods of Elemental Spell. It's what I did when I made my Rogue3/Sorc7/Arcane Trickster5, Jimmy McPerson


Zolthux wrote:

btw, i dont recommend fire as your main element, simply because later on pretty much everything is either resistant or immune to fire.

If you decide to go for fire anyway, stock up on metamagic rods of Elemental Spell. It's what I did when I made my Rogue3/Sorc7/Arcane Trickster5, Jimmy McPerson

this is a mantra often said, but we should really analize it. First,it is not until very late levels that you find that much inmune to fires. Most campaings end at level 15 so it is not really that hard. Second,vulberable to fire is also a common trait. It is often overlooked. Third, fire is also the most common element to damage you. Having fire resistances from your bloodline is good. Fourth, often those enemies have DR too, and that dies not make fighters builds inviable. Fifth, Dragon's breath is a great spell. Take it.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Sixth, it is usually monsters that have fire resistance/immunity. Most humanoid NPCs won't be so fortunate.

Is everything you fight at high levels a monster? Is your GM really so lazy that he can't stat up NPCs for you to fight?


Humanoids often get resistances through spells. However, they can get Acid Resistance as easily as they get fire resistance, so the point is futile :P


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
gustavo iglesias wrote:
Humanoids often get resistances through spells. However, they can get Acid Resistance as easily as they get fire resistance, so the point is futile :P

Unlike many monsters, such temporary resistances are easily dispelled (often in groups).


Not so easily. Unless you have Greater dispel magic, you might be dispelling anything else. And if the humanoid is a spellcaster himself, if he is the BBEG chances are he is higher caster level than you are.

However, that Spellcaster might be casting Stoneskin on himself, and that do not stop melee from being playable. I don't know why fire-based characters should.

EDIT: even more important. That character might be also a mind-affecting inmune lich. That makes Confusionand Enervate useless too. Yet nobody suggests that Confusion or Enervate are bad spells.


Alright, I guess that's a fair point. I usually learn a debuff or 2 for when I cant damage with my fire spells. Mmmmm Enervation


Zolthux wrote:
Alright, I guess that's a fair point. I usually learn a debuff or 2 for when I cant damage with my fire spells. Mmmmm Enervation

I also take debuffs, and utilities. Haste is wonderful. However, to damage fire-immune monsters, take Dragon's breath. It's a fire based spell so you can get your bloodline bonus. But when you face a red dragon or fire elemental, just cast it as a cold breath.

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