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Worth nothing the best sorcerer dip is
Human Crossblooded Orc/Black dragon/Varisian Tattooed Sorcerer.
This gets you a Tattoo familiar, Varisian Tattoo feat, Darkvision,+2 damagevper die on acid spells, 1st level feat and human bonus.
Take spl fcs: evoc and spl specialisation.
Is it legal? Don't both archetypes modify the bloodline?
That's not to say you wouldn't have a rocking magic missile. (three of them at level 2)

Matrixryu |

If you really want to make a blasting mage... use a words of power sorcerer.
I have a player using a Stormborn WoP sorcerer, and no matter what the situation is he will find some way to blast almost every enemy on the map with exactly the element he wants. Their ability to shape their spells and swap elements almost at will is crazy.
Plus, if you are also using crossblooded, you can assemble your own spells to fill in for you missing 'spells known'.

WRoy |

Charlie Bell wrote:Half-orc cross-blooded orc/red dragon sorc. Feel the burn.Enjoy not knowing fireball until level 7!
And that's a really painful delay... at 6th level, a generic wizard ignoring any sort of ability or feat-based bonuses outperforms you in area blasting. Compared to his sad 6d6 dmg fireball hitting everything in a 20-foot radius at a range of 640 feet, your comparable spell slot would need to be used on something like an empowered burning hands that requires a feat and deals 5d4+13 damage in a 15-foot cone at point-blank range.
There are no area-effect blast spells with a useful area and respectable range until you can cast third-level spells. The closest you get is stone call, which is hybrid battlefield control/damage spell that only does a little of both, and arrow eruption, which requires you to be able to be built to crank out damage with a ranged weapon first.
As long as you're willing to make all of your heavy blasting be single-target or point-blank-range and use non-damaging methods of dealing with multiple enemies at range, a crossblooded half-orc sorcerer can do okay.

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Mergy wrote:Charlie Bell wrote:Half-orc cross-blooded orc/red dragon sorc. Feel the burn.Enjoy not knowing fireball until level 7!And that's a really painful delay... at 6th level, a generic wizard ignoring any sort of ability or feat-based bonuses outperforms you in area blasting. Compared to his sad 6d6 dmg fireball hitting everything in a 20-foot radius at a range of 640 feet, your comparable spell slot would need to be used on something like an empowered burning hands that requires a feat and deals 5d4+13 damage in a 15-foot cone at point-blank range.
There are no area-effect blast spells with a useful area and respectable range until you can cast third-level spells. The closest you get is stone call, which is hybrid battlefield control/damage spell that only does a little of both, and arrow eruption, which requires you to be able to be built to crank out damage with a ranged weapon first.
As long as you're willing to make all of your heavy blasting be single-target or point-blank-range and use non-damaging methods of dealing with multiple enemies at range, a crossblooded half-orc sorcerer can do okay.
Or, you're an 8th-level NPC. Then you can lay down the fireball scunion on the poor PCs.

james maissen |
Well enjoy getting scorching ray at level 5 then? I really don't think crossblooded is worth it. There are too many good spells, and not enough spells known. There aren't enough spells known with a standard sorcerer, even with several doses of Expanded Arcana.
At 4th level he's casting a 7d4 intensified burning hands so it's not really missed.
Crossblooded is bad. Instead of losing a spell like it does it should require the first spell known of each level be a bloodline spell and not gain bloodline spells. Essentially doing the same thing but without the delay.
In the case of this blaster build, crossblooded human can work just fine.
And to the other poster, when he gets fireball at 7th level it's an empowered fireball doing (10d6+20)x1.5, which will be felt. By 8th it's further intensified doing 12d6+24 x1.5 when it needs to be... though that's a bit of overkill.. likely spend the feat on daze instead of boosting the CL again.
-James

STR Ranger |

The way I see it,
The Sorc 1 dip/Evoker 6 is casting fireball at 9th CL (Varisian Tattoo, Spl Special)
+18 for Orc/Black Dragon Blooded
+3 For Intense Spells
So 9d6+ 21 = ave 48 damage to CR 7 target.
That's for his base level spell (He can't Empower yet because he only cast level 3 spells. )
The straight dragonblooded sorc can cast his Fireball (Modded to Acid only)
for 10d6(Varisian Tattoo, Spl Secial)
+10
=40 damage to a CR 7
The gap will widen at level 9 when the can both Intensify and get worse from there.
Seems to favor wizard.
I'm sad.

Beebs |

On the what to do at low-levels discussion, I think it's worth noting that casting Intensified Burning Hands as a sorcerer is a full-round action. i.e., you better hope a 5' step can get you into position, because that's all the movement you get! For a sorcerer, it doesn't seem worth bothering with Intensified Spell until you're casting Burning Arc or Fireball or something else that does not rely on your positioning to be effective.

STR Ranger |

On the what to do at low-levels discussion, I think it's worth noting that casting Intensified Burning Hands as a sorcerer is a full-round action. i.e., you better hope a 5' step can get you into position, because that's all the movement you get! For a sorcerer, it doesn't seem worth bothering with Intensified Spell until you're casting Burning Arc or Fireball or something else that does not rely on your positioning to be effective.
I agree. As much as the Sorc dip/Wizard build rocks damage, I find myself having a hard time picking it over the Save or Daze Sorc whom is only a couple of points behind at low levels and dazing everything with a Jacked up ref DC for 3 rounds so Mr BSF can murder them.

james maissen |
On the what to do at low-levels discussion, I think it's worth noting that casting Intensified Burning Hands as a sorcerer is a full-round action. i.e., you better hope a 5' step can get you into position, because that's all the movement you get! For a sorcerer, it doesn't seem worth bothering with Intensified Spell until you're casting Burning Arc or Fireball or something else that does not rely on your positioning to be effective.
When you can do so you avail yourself of a mount. This is something that because they still have this silly rule on metamagic against sorcerers that a sorcerer learns to pick up when they can.
-James

Beebs |

Beebs wrote:On the what to do at low-levels discussion, I think it's worth noting that casting Intensified Burning Hands as a sorcerer is a full-round action. i.e., you better hope a 5' step can get you into position, because that's all the movement you get! For a sorcerer, it doesn't seem worth bothering with Intensified Spell until you're casting Burning Arc or Fireball or something else that does not rely on your positioning to be effective.When you can do so you avail yourself of a mount. This is something that because they still have this silly rule on metamagic against sorcerers that a sorcerer learns to pick up when they can.
-James
Brilliant! This makes either the Mount spell or the Sylvan bloodline pretty compelling considerations for a low level blaster trying utilize Burning Hands

Umbranus |

Liongold wrote:as subject reads... in yalls opinions which is the better fire elemental blaster. im teatering back and forth.If you play a Fire Sorcerer just take all your spells from NON fire elemental spells. You can change them for free INTO fire on the fly with your bloodline power. Melf's Flaming Arrow anyone?
If 3.5 material is allowed, take one level of the 'Chosen of Kord' PrC and all your fire spells, while retaining their fire descriptor, turn into 'Holy Fire' and ignore any and all fire resistance or immunity. Very nice for those who want to blast and very fun to see the reaction on a fire immune creatures face as it feels burning for the first time in it's life.
Doesn't the chosen of Kord have divine spells as prereq?

Beebs |

If you're willing to go cold instead of fire, I think this is a better choice for PFS and low-level campaigns than the save or daze because you get your mojo on at level 4 instead of level 11 (at higher levels, save or daze is better).
Human (Keleshite) Sorcerer 4
(You were born in an oasis in the desert and have always felt a tug pulling you to the sea because of your Marid heritage.. or something... just trying to explain how you end up a cold specialist of a Keleshite fire spell)
Traits: Reactionary, Magical Lineage: Burning Arc
Bloodline: Marid
Feats:
1 - Spell Focus: Evocation
H: - Spell Specialization: Burning Hands
3 - Rime Spell
(4 - switch Spell Specialization to Burning Arc).
So at level four, you can cast a Rime Spell "Freezing" Arc that does 6d6 damage to the first enemy, 3d6 damage to the second, 1d6 to the 3rd, (spell specialization gets you caster level 6 for 1 primary target + 2 secondary... if I'm reading the spell correctly) and all three targets are entangled even if they make their save! Not bad for a second level spell slot. Cold immune enemy? Just cast it as a fire spell!
If you're dead set on fire blasting, then you can do sickening spell plus Burning Arc at level 6
Human (Keleshite) Sorcerer 6
Traits: Reactionary, Magical Lineage: Burning Arc
Bloodline: Any (Arcane for DC, Orc/draconic/etc. for damage... heck you could even do Sylvan for a mount).
Feats:
1 - Spell Focus: Evocation
H: - Spell Specialization: Burning Hands
3 - Greater Spell Focus: Evocation (or something else?)
(4 - switch Spell Specialization to Burning Arc).
5 - Sickening Spell
So at level 6 you've got an 8d6/4d6/2d6 Burning Arc that Sickens everyone who fails their save. Sickened is especially notable because it gives a -2 penalty on saves so that you can continue to pile on the hurt!

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If you're willing to go cold instead of fire, I think this is a better choice for PFS and low-level campaigns than the save or daze because you get your mojo on at level 4 instead of level 11 (at higher levels, save or daze is better).
Human (Keleshite) Sorcerer 4
(You were born in an oasis in the desert and have always felt a tug pulling you to the sea because of your Marid heritage.. or something... just trying to explain how you end up a cold specialist of a Keleshite fire spell)
Traits: Reactionary, Magical Lineage: Burning Arc
Bloodline: Marid
Feats:
1 - Spell Focus: Evocation
H: - Spell Specialization: Burning Hands
3 - Rime Spell
(4 - switch Spell Specialization to Burning Arc).So at level four, you can cast a Rime Spell "Freezing" Arc that does 6d6 damage to the first enemy, 3d6 damage to the second, 1d6 to the 3rd, (spell specialization gets you caster level 6 for 1 primary target + 2 secondary... if I'm reading the spell correctly) and all three targets are entangled even if they make their save! Not bad for a second level spell slot. Cold immune enemy? Just cast it as a fire spell!
That is eerily similar to a build I was planning on bringing into PFS, although what with rime not even needing a save, I was foregoing Spell Focus and Spell Specialization for a little while:
Human Sorcerer (tattooed sorcerer, marid bloodline)
(Styled as a world traveler, a Keleshite who traveled to Varisia to master her bloodline)
Traits Magical Lineage (burning arc), Reactionary
Compsognathus familiar
1 Improved Initiative, Toughness, Varisian Tattoo (instead of Eschew Materials)
3 Rime Spell (useless for a level)
5 Spell Focus (evocation)
7 Improved Familiar
9 Dazing Spell
11 Piercing Spell
The combination of entanglement with no save and a +12 initiative modifier is ridiculous; Toughness is because I don't trust my party members. :D