
ZZTRaider |

Hey all. I'm helping a friend out with a blasting Sorceress, and I'm hoping to get it to synergize well with an archery/support Bard that I'll be playing. This is actually a role play thing, on top of general optimization, since the two characters will be twins.
The party is small. The only other player is a Halfing Paladin focusing on mounted combat. Obviously this changes the effectiveness of a number of buffs, since there's not as many people to gain the benefits.
We're limited to Core and APG material with two traits, 15 point buy. Leadership is open, but is limited to NPC classes or story character (which much then continue progression in an NPC class, rather than their PC class). One thing worth noting, though, is that precedent from another campaign allows a Sorcerer to take an existing spell and tweak the element if desired. For example, the Sorcerer in that campaign knows Acid Ball, which is simply a Fireball that does acid damage instead of fire. If she wanted regular Fireball as well, though, it would take another spell known slot.
Over time, we'll probably eventually hit 20 (and then start taking levels in a different class if we keep playing these characters), but I'm mostly concerned with having a solid plan up through about 13-15.
All feedback is greatly appreciated.
Level 1 Human Bard
Traits: Magical Knack (+2 Caster Level, capped at HD), Reactionary (+2 Initiative)
Str 10
Dex 17 (15 +2 racial)
Con 10
Int 14
Wis 8
Cha 14
Feat Progression
1 Point Blank Shot, Rapid Shot
3 Precise Shot
5 Arcane Strike
7 Deadly Aim
9 Craft Rod
11 Manyshot
13 Improved Initiative
Spells Progression
(level learned in parentheses, spells learned via favored class bonus marked with *)
0: Detect Magic (1), Ghost Sound (1), Know Direction (1), Spark (1), Dancing Lights (2), Message (3)
1: Grease (1), Silent Image (1), Hideous Laughter (2), Solid Note (3), Charm Person (4*), Feather Step (5*), Saving Finale (6*), Feather Fall (7), Detect Secret Doors (11)
2: Blindess/Deafness (4), Cacophonous Call (4), Glitterdust (5), Invisibility (6), Mirror Image (7*), Sound Burst (8*), Alter Self (9*), Detect Thoughts (10), Delay Poison (14)
3: Confusion (7), Haste (7), Glibness (8), Good Hope (9), Scry (10*), Mass Feather Step (11*), Slow (12*), Arcane Concordance (13), Fear (13*), Dispel Magic (17)
4: Dimension Door (10), Wandering Star Motes (10), Dominate Person (11), Zone of Silence (12), Freedom of Movement (16), Greater Invisibility (20)
5: Greater Dispel Magic (13), Phantasmal Web (13), Mass Cacophonous Call (14), Bard's Escape (15), Persistent Image (19)
6: Greater Scrying (16), Shout (16), Brilliant Inspiration (17), Irresistable Dance (18), Mass Charm Monster (20)
I went with Magical Knack to support a two level dip into Rogue at some point, for Trap Finding and Evasion. For Versatile Performance, I'll be picking up Acting (Bluff/Disguise), Oratory (Diplomacy/Sense Motive), and Dance (Acrobatics/Fly) in that order. Unfortunately, it seems that I will not be allowed to reshuffle skill points once I gain each new Versatile Performance, so I'll just have to suck at those skills until I pick up the associated Performance.
While Treantmonk suggests a 14 Strength for the archer Bard, since I am the only character with a good number of skill points, I think the loss of damage is worth the extra skill points to make sure we hit all of the skill necessary.
I'm most worried about the number of spells with saves associated with them -- I'll never be as good at debuff saves as the Sorceress. On the other hand, the more debuffs I can cover, the more the Sorceress will be able to concentrate on blasting.
Level 1 Aasimar Sorceress (Arcane Bloodline)
Traits: Resilient (+1 Fortitude Save), Magical Lineage (Fireball?)
Str 7
Dex 14
Con 14
Int 13
Wis 9 (7 +2 racial)
Cha 18 (16 +2 racial)
Feat Progression
1 Eschew Materials, Toughness
3 Craft Wondrous Item
5 Empower Spell
7 Improved Familiar (Azata, Lyrakien), Improved Initiative
9 Persistent Spell
11 Maximize Spell (should this be dropped in favor of just a rod?)
13 Intensified Spell, Spell Focus (Evocation)
15 Spell Perfection (Fireball?)
17 Quicken Spell
19 Dazing Spell, Iron Will
Spells Progression
This isn't nearly as planned out as the Bard. Main thought is starting with Color Spray and Magic Missile, then picking up Scorching Ray and Stone Call (prevent enemies from getting to us at range, while the Paladin's mount has Feather Step to ignore the harsh terrain) as soon as possible. As levels increase, looking at picking up Fireball for sure, and thinking about Ball Lightning, Dragon's Breath, Cone of Cold, Contagious Flame, and Chain Lightning. (Is this too many blasts? I feel like the set of them gives good coverage of elements and effect areas, I wonder if it's overkill.)
Aasimar and Arcane Bloodline are set in stone, and the stats are pretty close to final (though small tweaks are probably okay).

Blodox |
For the sorcerer, I would probably skip the Maximize Spell and Quicken, a rod is better. Have you considered getting Craft Rod? The DC is +5 if you don't have the metamagic feat to go with it.
Almost every evocation spell has a spell resistance. Spell Penetration would definitely be helpful at higher levels.
Either an Elemental metamagic rod or the feat will increase you versatility.
Cone of Cold and Dragon Breath are similar enough to just pick 1, with and Elemental Rod.

Aioran |

Well if you're taking a blasting sorceress the usual blaster is crossblooded dragon/orc for +2 damage/die of damage while using your associated element, +1 with regular damage spells.
I would be careful about selecting fireball as your special spell because quite a few monsters are flat out immune or highly resistant to it. I think electricity is the best, followed by acid, but I'm not too sure. Not to mention that it will cap out at level 15. Chain lightning is a better choice, or any spell that does max 15d6 that can be intensified to 20d6.
You can have a selection of evocation spells but make sure they're mechanically different. Otherwise you're just bloating up on basically identical spells. Because of how spell pouches work and you've got intensify just go with dragon breath.
As a 1st level that damages and dazes, spell ear-piercing scream is pretty boss and the bard can take it as well. Ray of exhaustion and it's bigger brother heatstroke also give exhaustion, and heatstroke also gives a -4 penalty to saves if the target is wearing heavy clothing or armor of any sort.
You have haste but no slow?