| Robbgobb |
I am looking for help about fine tuning the character since is for PFS. I did have another thread about but now have a more solid concept. I have taken that advice and looking for any suggestions on how to make this work best. It is one where I know that I am making it more difficult in some ways but I figure that it will also help me learn using magic characters.
Story: Born in Irrisen to one of the Queen's sons. Mother was able to get help to escape to Taldor where her husband's (deceased) brother worked as a mercenary. Was fascinated with magic, ancient lore and items, and my history from early in life. Pathfinder Society offers a way to help find out more about all of this.
Race: Human
Class: Sorcerer
Bloodline: Marid (ability to change energy descriptor to cold)
Archetype: Seeker
Stats: Str-10 Con-12 Dex-14 Int-13 Wis-10 Cha-18
Appreciate any ideas for stats including level bumps except prefer no negatives
Traits: Precocious Spellcaster (Detect Magic, Burning Hands or Ear-piercing Scream), Tomb Raider (Perception)
Feats: Irrisen IceMage (This is what the character is based on) and not sure about rest. There is Skill Focus (Perception) which helps with finding traps or leads to Eldritch Heritage. Then there is others like Spell Focus, Toughness, Improved Initiative, and I don't know what else. Not sure about Feats as I progress though would like Rime Spell.
0 level spells: Detect Magic, Read Magic, Acid Splash, Disrupt Undead
1st level spells: Burning Hands, Ear Piercing Scream (was told that Sonic is energy type and it doesn't stop at 5th level for damage) I could see the need to change to Color Spray and would pick to switch Burning Hands.
Not sure about how to progress through the levels. I know that can switch out lower level spells as gain new levels. Same as with Feats.
I am looking at it and at the moment if I am understanding it right then I would be casting Ear Piercing Scream (Cold) at 2d6 and Burning Hands (Cold) at 2d4 at first level unless Sonic is not an energy type.
Skills: Disable Device +7, Perception +4/+5 (+7/+8 with Skill Focus), Knowledge Arcana +5, Perform Oratory +5
Tempted to go 10 Con and 14 Int for the skill point. I am not sure. If I thought did not need Dex then might pull points from there. I appreciate any help.
| WerePox47 |
i would never suggest goin below 12 con for any build. if u want more skill points dump ur str to 7 and get a handy haversack... i personally would go
str 7
dex 14
con 13
int 14
wis 11
cha 18
stat up con at 4th, cha at 8th and 12th
u could certainly get by with an 8str and put a 12 in con, id advise putting ur favored class bonus to hp or an extra spell known occasionally..
| Halfling Barbarian |
Do you need the skill points for character reasons? Because I'd put the points in int over to wis for the will save boost. And color spray is quite awesome at early levels, and I would probably take that or a basic utility spell over a second damage spell. I feel obliged to caution you, though, that sorcerers can feel like one trick ponies. Especially elemental based blasters. I'm also curious about disable device and perform: oratory. I'd drop them both and pick up spellcraft and the extra wisdom...
| Robbgobb |
Thanks for the advice WerePox47. I will consider the dump. Just did not want to get stuck with the low strength. I don't really know about the favored class bonus so was just thinking HP but if get bonus spells then that is smart to do.
Halfling Barbarian, I am going to be a Seeker as it fits me trying to find out about my roots plus allows me to trapfind and disable traps. I figure if going to be a one trick pony in combat that I need to be able to assist the part in other ways. That is why I want skill points and I have the Perform so I can make Day Job rolls. I might even use a feat at some point to make it a class skill. I am not the perfect sorcerer but I like my character concept and if playing with friends then figure have a good chance of enjoying the character. I might have issue with Will Saves but if it is that important then I will take the feat to get better Will Save.
Bomanz
|
Pathfinder Society is usually MUCH less about how optimized and awesome can you be, and far more about how useful you are at all times....being TOO narrowly focused can make for a boring experience. Skill points are always at a premium for a fun PFS character. The combats in PFS are typically 2 or 3 easy mook fights, with one BBEG fight. The rest of the time its solving puzzles or riddles, and lots of skill use.
I really REALLY recommend the following skills: Diplomacy, Perception (this one is pretty standard), Sense Motive, any Knowledge (more the merrier, eh?) and other more RP/Investigative type skills.
Sorcerers in PFS can be a ton of fun, and very handy. Blasting is usually decent because the fights aren't super tough, but some useful spells are always a good idea too. I'd go for less tricksy/sneaky spells and go for more charm or blasty spells.
| WerePox47 |
Human Favored Class Options: From APG
Sorcerer: 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
So once u get higher level u can use this to help fill out ur spells known... at level 6+ i would probably always do this imo
| Yiroep |
Well, he's going the seeker archetype. It makes since to get disable device because he'll have trapfinding.
I have to say, besides flavor reasons, I don't see a big reason to be able to change to a certain element. Sure, sometimes it's "cool" or will "come in handy" when you meet things vulnerable to ice or resistant/immune to the spell you wanted to cast, but other than that it's not that great. If you're going to be a blasty sorcerer, you should have multiple elements anyway.
Now, if you were going something like Primal (Elemental) or Draconic bloodlines (or both, being crossblooded), then I could see using that certain element as, at higher levels, it can give you a significant damage boost for using that element. (Although, I'd like to point out the orc bloodline is great for this, too). With Primal (Elemental), your burning hands and scorching ray will automatically be cold, and you can later get metamagic rods elemental (cold) if you wanted to cast iceballs or icebolts or freezing grasp. Or take magical lineage: shocking grasp and get the elemental metamagic feat to change it anyway.
You probably also don't want to change out your sonic spells (if it's possible). There are very few things that are immune/resistant to sonic.
Perform (Oratory) for day job I assume?
As suggested above, I would dump strength.
But, if you are doing it for flavor reasons, ignore everything I said above.
Disclaimer: This post is full of opinions.
| Robbgobb |
Bomanz, WerePox47, and Yiroep, I appreciate all the help.
Bomanz, I only get 4 skill points (if I figured it up right) so can't have too many skills and Perception is one and Arcana. Perform will likely be going to UMD.
WerePox47, I will likely do that then. Should I get Toughness as a feat at some point then? Or is it not really enough to make a difference?
Yiroep,
I have to say, besides flavor reasons, I don't see a big reason to be able to change to a certain element. Sure, sometimes it's "cool" or will "come in handy" when you meet things vulnerable to ice or resistant/immune to the spell you wanted to cast, but other than that it's not that great. If you're going to be a blasty sorcerer, you should have multiple elements anyway.
Now, if you were going something like Primal (Elemental) or Draconic bloodlines (or both, being crossblooded), then I could see using that certain element as, at higher levels, it can give you a significant damage boost for using that element. (Although, I'd like to point out the orc bloodline is great for this, too). With Primal (Elemental), your burning hands and scorching ray will automatically be cold, and you can later get metamagic rods elemental (cold) if you wanted to cast iceballs or icebolts or freezing grasp. Or take magical lineage: shocking grasp and get the elemental metamagic feat to change it anyway.
You probably also don't want to change out your sonic spells (if it's possible). There are very few things that are immune/resistant to sonic.
The Elemental and Marid bloodlines are almost identical. Bonus spells are different but why wait 2 extra levels for Burning Hands or Scorching Ray? Plus my feat Irrisen IceMage makes energy spells that are cold cast at 1 level higher and non-cold cast at 1 level lower. I can decide if spell will be cold or normal at casting time though will have to remember the level changes.
Perform (Oratory) for day job I assume?
Correct. As said above will likely be using skill points on something else now. Thinking UMD but might do something else.
| Robbgobb |
Remember to always have a light source with you, even at level 1. The easiest way to do this is to pick up Light as a cantrip, otherwise you'll have to lug torches or a lantern with you.
Yes, I figured that but I am happy to do that at first. It is something that I can pick up at 2nd level since 3 adventures make a level in PFS. I figure best to have the Disrupt Undead since kinda limiting myself with cold spells.
| WerePox47 |
Imo u should take the extra hp till 6th level then the extra spell every level, if your hurting for 1st level spells start it at 4th instead... toughness never hurts but from my experience pfs characters can get by with lesser hp vs campaigns or modules... id say if u have a open feat toughness would be a good one
| Robbgobb |
Imo u should take the extra hp till 6th level then the extra spell every level, if your hurting for 1st level spells start it at 4th instead... toughness never hurts but from my experience pfs characters can get by with lesser hp vs campaigns or modules... id say if u have a open feat toughness would be a good one
I figure at least 3rd before I get Rime Spell and so I still have an option for first. My bloodline feats could be Dodge or Improved Initiative. So I could do Toughness first level or go as I said with Skill Focus (Perception) which also then lines me up with Eldritch Heritage (not sure if I need that unless I want the claws as I do get Weapon Finesse as bonus feat). I know for casters that feats are much more precious as fewer bonus ones.
| WerePox47 |
yea i wouldnt do skill focus or eldritch heritage, u might wanna consider spell focus and g. spell focus if u wanna be a blaster.. and prob spell pen as well.. rime spell would be great for u, but i wouldnt take it till 7th, earliest at 5th... also consider the tattooed sorcerer archetype for a scorpion familiar, which gives +4 initiative and +1dc and cl to evocation..
maybe somthing like
h-spell focus- evo
1st- g. spell focus- evo
3rd- toughness or combat casting or spell specialization
5th- one of the ones not picked at 3rd
7th- rime spell and empower spell from bloodline
9th- spell pen
11th- intensify spell
spell specialization along with magical lineage(fireball) would allow free rime spell meta to all ur iceballs and would allow u too empower that for a 5th level spell at 10th. Lore Seeker would allow an additional +1cl and dc to fire/iceball.. Ur iceballs would have a base dc of 17+cha mod. And at cap u could intensify it as well 15d6 empowerd,rime spell iceball :)
| Robbgobb |
yea i wouldnt do skill focus or eldritch heritage, u might wanna consider spell focus and g. spell focus if u wanna be a blaster.. and prob spell pen as well.. rime spell would be great for u, but i wouldnt take it till 7th, earliest at 5th... also consider the tattooed sorcerer archetype for a scorpion familiar, which gives +4 initiative and +1dc and cl to evocation..
maybe somthing like
h-spell focus- evo
1st- g. spell focus- evo
3rd- toughness or combat casting or spell specialization
5th- one of the ones not picked at 3rd
7th- rime spell and empower spell from bloodline
9th- spell pen
11th- intensify spellspell specialization along with magical lineage(fireball) would allow free rime spell meta to all ur iceballs and would allow u too empower that for a 5th level spell at 10th. Lore Seeker would allow an additional +1cl and dc to fire/iceball.. Ur iceballs would have a base dc of 17+cha mod. And at cap u could intensify it as well 15d6 empowerd,rime spell iceball :)
I like idea but to keep with my concept then I would have to go Spell Focus- Evo at first to go with Irrisen IceMage (is what concept is built around) and then could look at Great Spell Focus. Did some research on your suggestions. I picked one trait to up a 1st level spell by 1 CL. Lore Seeker is a Campaign Trait which PFS doesn't allow. Magical Lineage though might be better than upping a 1st level spell except I picked Ear Piercing Scream which doesn't max out till I am 11th at 5d6 which isn't a lot. Is a single target though and does Daze.
| WerePox47 |
Yea that works too, i would suggest u pick an aoe spell though for magical lineage, because ur getting free rime spell with it and it would be much better to hit mutiple people over just 1...
how bout
h spell focus
1st irrisen icemage
3rd g spell focus
5th rime spell
7th spell spec(iceball), empower spell
9th spell pen
11th intensify spell or w/e u like
| Nemitri |
If your concern is skill points, why not be a sage sorcerer instead? making Int your primary casting stats gives you lots of skill points and languages, not to mention you can leave cha at 10 or even dump it (assuming you don't take UMD), and could bump Dex and Con a bit more for more survival possibilities.
cartmanbeck
RPG Superstar 2014 Top 16
|
I am looking for help about fine tuning the character since is for PFS. I did have another thread about but now have a more solid concept. I have taken that advice and looking for any suggestions on how to make this work best. It is one where I know that I am making it more difficult in some ways but I figure that it will also help me learn using magic characters.
Story: Born in Irrisen to one of the Queen's sons. Mother was able to get help to escape to Taldor where her husband's (deceased) brother worked as a mercenary. Was fascinated with magic, ancient lore and items, and my history from early in life. Pathfinder Society offers a way to help find out more about all of this.
Race: Human
Class: Sorcerer
Bloodline: Marid (ability to change energy descriptor to cold)
Archetype: SeekerStats: Str-10 Con-12 Dex-14 Int-13 Wis-10 Cha-18
Appreciate any ideas for stats including level bumps except prefer no negativesTraits: Precocious Spellcaster (Detect Magic, Burning Hands or Ear-piercing Scream), Tomb Raider (Perception)
Feats: Irrisen IceMage (This is what the character is based on) and not sure about rest. There is Skill Focus (Perception) which helps with finding traps or leads to Eldritch Heritage. Then there is others like Spell Focus, Toughness, Improved Initiative, and I don't know what else. Not sure about Feats as I progress though would like Rime Spell.
0 level spells: Detect Magic, Read Magic, Acid Splash, Disrupt Undead
1st level spells: Burning Hands, Ear Piercing Scream (was told that Sonic is energy type and it doesn't stop at 5th level for damage) I could see the need to change to Color Spray and would pick to switch Burning Hands.
Not sure about how to progress through the levels. I know that can switch out lower level spells as gain new levels. Same as with Feats.
I am looking at it and at the moment if I am understanding it right then I would be casting Ear Piercing Scream (Cold) at 2d6 and Burning Hands (Cold) at 2d4 at first level unless Sonic is not an energy...
Wow, Irrisen Icemage is an awesome feat, and one I hadn't seen before. For those not familiar with it (I wasn't because it's not on d20pfsrd.com yet, I'm gonna put it up there ASAP):
Irrisen Icemage:
Source Cities of Golarion 62
You were born with the power to drive ice and snow as others drive their slaves.
Prerequisites: Sorcerer, Irrisen affinity, may only be taken at first level.
Benefit: All of your spells with the cold descriptor are cast at +1 caster level. Any spell with a different energy descriptor is cast at -1 caster level. Three times per day you may alter a spell you cast to deal cold damage instead of its normal damage; your +1 caster level for this feat applies to this variant casting.
If I had known about this feat, I would have done that with my Tattooed Sorcerer instead of dipping one level of Sorc and then taking Wizard and going fire-focused.
| Robbgobb |
If your concern is skill points, why not be a sage sorcerer instead? making Int your primary casting stats gives you lots of skill points and languages, not to mention you can leave cha at 10 or even dump it (assuming you don't take UMD), and could bump Dex and Con a bit more for more survival possibilities.
Thank you for that suggestion but I am not that worried about skill points more than I would like 1 more. I do not think past 1st that I would do any Day job points so would mainly be so I could do Perception, Disable Device, Know. Arcana, UMD (unless should do another Know.) and then one to drop points into swim, climb, and such till I put points in Fly.
Wow, Irrisen Icemage is an awesome feat, and one I hadn't seen before. For those not familiar with it (I wasn't because it's not on d20pfsrd.com yet, I'm gonna put it up there ASAP):
Irrisen Icemage:
Source Cities of Golarion 62
You were born with the power to drive ice and snow as others drive their slaves.Prerequisites: Sorcerer, Irrisen affinity, may only be taken at first level.
Benefit: All of your spells with the cold descriptor are cast at +1 caster level. Any spell with a different energy descriptor is cast at -1 caster level. Three times per day you may alter a spell you cast to deal cold damage instead of its normal damage; your +1 caster level for this feat applies to this variant casting.
If I had known about this feat, I would have done that with my Tattooed Sorcerer instead of dipping one level of Sorc and then taking Wizard and going fire-focused.
Yes, I started another thread asking for help and so I spent quite a few hours trying to find something that would work for what I wanted. I found this and I can see why some would not like reducing their fireball or lightning bolt unless cold but felt it really felt like the theme I wanted for the character.
| Yiroep |
Yiroep,
Yiroep wrote:The Elemental and Marid bloodlines are almost identical. Bonus spells are different but why wait 2 extra levels for Burning Hands or Scorching Ray? Plus my feat Irrisen IceMage makes energy spells that are cold cast at 1 level higher and non-cold cast at 1 level lower. I can decide if spell will be cold or normal at casting time though will have to remember the level changes.I have to say, besides flavor reasons, I don't see a big reason to be able to change to a certain element. Sure, sometimes it's "cool" or will "come in handy" when you meet things vulnerable to ice or resistant/immune to the spell you wanted to cast, but other than that it's not that great. If you're going to be a blasty sorcerer, you should have multiple elements anyway.
Now, if you were going something like Primal (Elemental) or Draconic bloodlines (or both, being crossblooded), then I could see using that certain element as, at higher levels, it can give you a significant damage boost for using that element. (Although, I'd like to point out the orc bloodline is great for this, too). With Primal (Elemental), your burning hands and scorching ray will automatically be cold, and you can later get metamagic rods elemental (cold) if you wanted to cast iceballs or icebolts or freezing grasp. Or take magical lineage: shocking grasp and get the elemental metamagic feat to change it anyway.
You probably also don't want to change out your sonic spells (if it's possible). There are very few things that are immune/resistant to sonic.
Excuse me if I wasn't clear with what I was saying. I didn't mean Elemental, I meant Primal (Elemental) from the wildblooded archetype (which you can take in conjunction with seeker).
Plus, like I said, there's still the Orc and Draconic bloodlines.
If you can't use the feat (I'm unsure of the prerequisites of that feat), you still will deal more damage with the +1 per die power than the extra caster level. An extra d6 (which is what most spells would give you) would be on average 3.5, whereas if you're level 4 and your spell does 4d6, your bloodline power would add 4 damage.
| Robbgobb |
Ok, I see what you mean but I am not after being top damage as this is PFS. I know there are lots of tweaks. I did not look at Wildblooded but understand now. I know the +1 per die helps but I was thinking that the +1 CL for Save DC helps as well to my cold spells. I know that I am not optimal but I do feel like I fit my desires. Thanks for the advice.
I do plan on looking back at this later and using suggestions such as yours if I ever get to play a campaign. Thinking that the idea I might try and use for these suggestions for something to do with acid.