Sorcerer / Rogue Build


Advice


Any suggestions for feats for a gestalt Rogue (Rake)/Sorcerer (Stormborn) build for Skull and Shackles, but with a Air ship instead of a normal one?


WOW, you have a dm crazy enough to give pirates an airship?.......

Sorry that that is all I can contribute to this but from my point of view it had to be said. I will add that if your looking to use your sorcerer stuff to help fly the boat some good wind based spells would be best, and then some blasty stuff for while your pulling alongside your designated target =).

Asta
PSY

Scarab Sages

Weapon Finesse, Piranha Strike, Arcane Strike, Improved Initiative, Spell Focus: Illusion, Spell Focus: Enchantment, Spell Focus: Evocation, Greater Spell Focus: (previous mentions), Two-Weapon Fighting (full tree)...

I would recommend checking any racial feats you may qualify for, just because most of them are pretty good, but your feats depend on what you want to accomplish with the character. If you can give us a desired combat/play style, we may be able to give more direct help and critique.


She is going to be a slyph, and I'm already taking cloud gazer at first. I have an 8 str and planned on spellcasting for attacks. Melee would be just to risky.


No more advice?

Scarab Sages

Not at this point. I mean, if you plan on using spellcasting as your primary form of damage dealing ability, you'll probably stick to ranged touch attacks as your main form of damage, which means you won't be getting much benefit out of the standard archery feats, since many of them only work with weapons.

Work on spell focus or spell specialization, pick up archery feats and try for a Sniper-like build, or consider just taking feats like Improved Initiative, Toughness, Great Fortitude, etc., to shore up your basic abilities.

If you go the Archery route, you could do some neat things, but if you're just gonna stick to spells, just select a few good touch spells, preferably ranged touch spells, and go from there.

Interestingly enough, if you take the trait that lets you lower the spell level of a single metamagic enhanced spell by 1, you could fire off shocking grasps at 30' if you take the Reach Spell metamagic. Other than that, I can't really think of much else.


Grease onto a ship deck esp an airship can be deadly. Warp wood....
Summoning a fire elemental inside a ship should do some real damage.
Im pretty sure black tentacles will ruin any control a crew will have over the ship. Etc etc. some good times.

All the good feats remain good in the air. Persistent spell is one of my favourites. Quicken spell on something like featherfall or levitate might just save your life. Etc.


Davor wrote:
Not at this point. I mean, if you plan on using spellcasting as your primary form of damage dealing ability, you'll probably stick to ranged touch attacks as your main form of damage, which means you won't be getting much benefit out of the standard archery feats, since many of them only work with weapons.

Ray spells are also good, since I believe you can use those for sneak attacks as a rogue.


Yosarian wrote:
Ray spells are also good, since I believe you can use those for sneak attacks as a rogue.

can we get a fact check?


You'll want point blank and precise shot, to line up rays and the occasional ranged attack.

See if you can get the crit deck in use. Magic crits are fun, and you can do it if you're rolling attack rolls.

Spells should work fine for sneak attack, but you've still only got 30 feet.

Improved Invisibility is HUGE for this build, get it as quickly as possible. Improved Initiative as well.


class combo sounds perfect to go into arcane trickster (SA on spells against flat-footed opponents is totally nuts)

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