Getting the most out of the Stormborn bloodline


Advice


Hey all --

My group has just started a new campaign in a homebrew setting that was previously where we did our 3.5 romps. This time around, we're doing a seafaring campaign—a first for nearly all of us—and I'm trying out an idea that came to me as soon as the campaign was announced. Mechanics-wise it's just a human sorcerer with the Stormborn bloodline, but I'm leaning heavily on the flavor that allows. My mood and personality (and possibly alignment) shift with the weather, storms follow in my wake, and I plan to only choose spells that reflect a storm/weather flavor whenever possible, sacrificing effectiveness for flavor if necessary.

We started at 3rd level, and are using the fast level progression. I don't know for certain how far we'll progress, but I expect we won't go far past 10th-12th. It looks like most of the spells that can define the character are 3rd level or higher, and I'm afraid of being a bit lame until that point. In the interest of fun, I ask you: What spells and feats really scream Stormborn to you? This includes any spell that can sensibly be refluffed to fit the style, but I'd rather not strain the GM's credulity; I'm far and away the most Pathfinder-knowledgeable person in the group, and I convinced us to make the switch, so I don't ever want it to seem like I'm taking advantage.

Thanks in advance for any advice you can offer.

PS: My first post on a Paizo board!

RPG Superstar Season 9 Top 16

lvl1: Endure Elements, Shock Shield, Air Bubble, Anticipate Peril, Ear Piercing Scream, Hydraulic Push, Illusion of Calm, Cause Fear, Alter Winds, Touch of the Sea, Obscuring Mist.

Some of these might be awful. I'm not going to go through the level 2 and on spells, but judging just by name I would consider the domain of Storms to include anything to do with electricity, water, air/wind, mist/clouds, and sound.

From a more indirect point of view, I would also include things that bolster resilience (to weather the storm) as well as calming. Likewise, storms are often frightening, so fear spells match up too.

If it fits your playstyle, some intimidate ranks could go a long way on the seas.

Breeze, Drench, and Jolt are some flavorful cantrips you might be unaware of, since they were only posted on the blog: http://www.d20pfsrd.com/magic/rare-cantrips

Ghost Sound is also great, since it can get pretty loud. By lvl4 you can get the volume of 16 humans/1 roaring lion, which should be a good start for making storm noises.


Stormborn isn't the mechanically most powerful bloodline, but it's very flavorful. Your "add 1d6 to a weapon for a round or two" Thunderstaff bloodline power will make your friends the fighter and barb want you close, but don't get sucked in -- you will usually (now always, but usually) have better things to do with a standard action.

Spells: Ear-Splitting Shriek is one of the very few low-level spells that can benefit from your +1 DC on sonic attacks. (Probably the most annoying thing about this bloodline is the very short list of electricity and sonic spells in the first three levels. There are less than ten all told, and a couple of them -- I'm looking at you, Shatter -- are almost useless.) E-Shriek is actually a decent spell in its own right -- Daze is a very powerful debuff, and the damage is just gravy. (A dazed creature loses all actions for one round, which can be pretty critical.) The only reason it's just a good spell instead of a great one is that it targets Fort, and there are a lot of creatures with good Fort saves -- but for you, it's well worth taking. Meanwhile, don't turn your nose up at Mage Armor -- intelligent opponents will focus spells and ranged attacks on the guy in the robes who is waving his hands around.

Consider getting a Varisian tattoo (evocation). In fact, consider either that or taking the Tattooed sorceror archetype. That one gives you the Varisian tattoo and a familiar, in return for giving up the Thunderstaff (honestly, no great loss) and a 7th level feat. In return, you get +1 ECL on all spells of one school (Evocation!) plus any non-evocation bloodline spells. That's an extra d6 of damage on Shocking Grasp at 3rd level and Lightning Bolt at 6th; add in your +1 DC from bloodline and it's all good. (Also, being a Stormborn Sorceror who is covered in tattoos is just metal.)

At 5th level, consider the Range Spell feat. With that you can use second level slots to throw Ranged Shocking Grasp as a sort of single-target Fireball, 5d6 damage, 40' range, save DC 17 or so. Ranged Ear-Piercing Shrieks can reach 160' away, while Ranged Magic Missiles can reach out and touch a friend 700' across town.

Doug M.


Sample 15 point build, human or half-human: Str 8 Con 14 Dex 14 Int 10 Wis 10 Cha 17. Take the Tatttooed Sorceror archetype. Take the trait Magical Lineage trait for Shocking Grasp. (Second trait, if you can't think of anything else take Reactive -- +2 Initiative is just always going to be good.) Feats are Range Spell and Point-Plank Shot. If you’re human, take either Spell Focus (evocation) or a general use feat (Toughness, Dodge, Great Fortitude). At Level 3 you’ll be able to use a first level slot to throw Shocking Grasp as a 30 foot ranged touch attack at +4 (+1 BAB, +2 Dex, +1 Point-Blank Shot) for 4d6+1 damage (+1 ECL from your tattoo, +1 damage from Point-Blank Shot), DC 15 or16 Reflex save. Other spells will include Ear-Piercing Shriek (DC 16), Mage Armor, and Magic Missile. At this point you’re a pure blaster, but a flexible one, and more flexibility is coming.

Level 4, bump your Cha to 18. Shocking Grasp is now doing 5d6+1 on a ranged touch attack at +5, DC 16 or 17. This is pretty good, and pleasantly thematic. Unfortunately, SG is now going to plateau for a a while until you pick up either Intensify Spell or some higher level metamagic spells, but it’ll be a nice go-to blast for several levels to come. Meanwhile, for your first second level spells I’d suggest something controlly -- one of the old standbys like Web or Glitterdust. Why? Well, there are no good electricity or sonic spells at second level (Shatter is ridiculous, and Defensive Shock is for a different sort of build), and while there are a lot of evocation spells, most of them are not leveraging your strengths (+1 DC, +1 ECL). The only one that seems competitive is Burning Arc, but at the moment you probably have enough damage spells. The only evocation spell that fits this is Frost Fall (flat 2d6 damage, save or be staggered), and IMO it's limited by its size (5' radius burst) though YMMV.

Level 5, this build really starts to get up and dance: pick up a second level spell, a first level spell, a feat, and Gust of Wind as a bonus spell. First level spell, perhaps Touch of Gracelessness; cast as a ranged spell it will be a nice short-range debuff, stripping d6+3 off Dex and forcing the target to make a save if moving fast or fall prone. (Touch spells are going to show up a lot from here on out.) Intensify Spell is possible, though I might wait until level 7 myself. -- A slightly alternate version of this build would take Magical Lineage (Lightning); this forces you to carry a dead trait until Level 6, but Magical Lineage + Intensify Spell = Lightning Bolts of up to 15d6 damage, and this spell stays useful pretty much through your whole career.

Meanwhile, look at spells and items that produce magical mists or fogs -- your bloodline means you can partially see through them with Blindsense, while nobody can see into them to attack you. Blindsense = concealment = 50% miss chance, but that doesn't affect Magic Missile, so uou can sit in the middle of an Obscuring Mist or whatever and cast Magic Missile at your enemies all day long. (The only thing that makes this tactic less than awesome is that your magic fog will affect your allies too. So it's situationally excellent rather than potentially game-breaking. Oh, well.)

Anyway. Lots of options! Oh, and BTW, welcome to the boards.

cheers,

Doug M.


It's too late to change my basic build; my post was made about a week after the first session. I'm just looking for spells and feats. For what it's worth, I am pretty much on board with those spells already (or as soon as I can get them).


Drench. No brainer; you wet your opponent with a tiny thunderhead. Also since you can do it ALL DAY as a 0 level spell you could ALMOST say you do it reflexively as part of a bad mood.

Ohter 0 levels: breeze, dancing lights, ray of frost, touch of fatigue (the weariness of battling the worst the elements can hurl at you), Jolt, Prestidigitation (minor weather anomolies)

1st level (in addition to the list provided by Petty A.): icicle dagger, Corrosive Touch (reflavored to EROSIVE touch? A howling sea wind drives sand and brine into the wounds?), sleep (lulling breezes), shocking grasp, shadow weapon (reflavored to MISTY weapon?), chill touch, decompose corpse (useless but flavorful, per your original post. I mean, what decomposes a body faster than the elements?), damp powder (if using guns), expeditious retreat (you're born aloft on a zephyr of retreat...), jump (hello; pneumatic-assisted leaps?), longshot (winds carry your shot further than it should go)

A LOT of this is heavily dependent on your GM and the flavor of the campaign. I went for it though since your original post said style over substance.

I think this is a really COOL idea! I picture your character always with his hair perpetually windblown and bolts of lightning tatooed on his forearms. Don't forget though that storms are more than just lightning and thunder. A winter storm can freeze even the heartiest barbarian; the driving winds and relentless heat of a sandstorm can rob a man of his very breath let alone tear at his flesh; and wierd auroras can be seen for miles during electrical storms in the upper atmosphere.

And weapons get a bonus D6? Consider working w/your GM to get the shadow weapon to fly so that, at later level, maybe you could add shock or frost to it and still also add your D6 to it as well.

Keep us posted on how this all shakes out!

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