I'm almost done bothering you, I just need a bit more help.


Advice

Sovereign Court

Okay, so I know I have been pestering you all for some time now but it is almost over. For those of you that haven't seen my other threads I am building a Sorcerer to replace a dead Character. I am going to be lvl 6 and have 16000gp to spend. For some background there is a Cleric, Magus, Alchemist, and a Fighter in my party. Also it is set in a Golarian 300 years in the future where guns have become prevalent.

Now for what I want from my character. I originally set out to be a blaster/debuffer. However, since I have found the Razmiran Priest archetype for the Sorcerer I have refined my expectations. I want to be a debuffer through my Sorcerer spell list with some offensive spells for some offense and when I reach lvl 9 I want to pick up quite a few buff spells from any Divine spell list. I also want to use Intimidate and Dazzling Display in Combat to lower the opponents saves and ACs for not only me but my entire party.

Now what I need from you. I need help picking my spells for use now and buying divine scrolls for use once I become 9th lvl. Also I would like a general critique of my build, what would you change? What could I do better? Any other items I could pick up? While I'm not going for 100% optimization (hence the Craft Wondrous Items) I am going for usefulness and survivability.

Quote:


Hoban Tam, Lvl 6 Razmiran Priest

Human. Str: 7, Dex 16 (14+2), Con: 12, Int: 12, Wis: 8, Cha: 24 (18+2+1+3)
HP (6, 3, 2, 6, 3, 1) + Con + Toughness + FCB = 39 (Take a min of 1/2 rounded down on HP rolls)
AC: 10 + 3 + 2 = 15
FCB: HP, HP, HP, Class, Class, Class

Razmiran Priest:

A Razmiran priest has the following class features.

False Piety (Ex)

At 1st level, a Razmiran priest gains Knowledge (religion) and Perform as class skills, but loses Appraise and Fly as class skills. He adds half his sorcerer level to Use Magic Device checks to activate spell trigger and spell completion items that use divine spells. He gains False Focus as a bonus feat.

In addition to replacing Appraise and Fly as class skills, this ability replaces the priest’s Eschew Materials bonus feat.

Lay Healer (Su)

At 3rd level, the Razmiran priest adds aid to his list of spells known as a 2nd-level spell. At 5th level, he adds remove disease to his list of spells known as a 3rd-level spell.

This ability replaces the bloodline spells gained at 3rd level and 5th level respectively.

Razmiran Channel (Su)

At 9th level, the Razmiran priest can use his own magic to power spell completion and spell trigger items that use divine spells. He expends a sorcerer spell slot that is at least 1 level higher than the level of the spell he’s trying to activate, then makes a Use Magic Device check. If he succeeds, the item’s spell occurs and the item or charge is not expended. If he fails, nothing happens. Whether he succeeds or fail, his spell slot is expended.

This ability replaces the bloodline power gained at 9th level.

Martyred Bloodline:

One of your ancestors paid the ultimate price for her beliefs. This distant relative martyred herself out of her devout belief in a cause, and that sacrifice echoed down to her descendants, infusing them with arcane power. Your bloodline confers abilities that allow you to endure pain, resist torture, and inspire others.

Class Skill: Perform (oratory).

Bonus Spells: endure elements (3rd), surmount affliction** (5th), heroism (7th), blessing of fervor* (9th), greater heroism (13th), joyful rapture** (15th), mind blank (17th), overwhelming presence** (19th).

Bonus Feats: Diehard, Endurance, Heroic Defiance*, Heroic Recovery*, Leadership, Persuasive, Skill Focus (Perform), Toughness.

Bloodline Arcana: Whenever you take damage in battle, your effective caster level increases by 1 during your next turn. This effect does not apply more than once per round.
Bloodline Powers: You draw upon the power of your ancestor’s self-sacrifice.

Sacrificial Boon (Su): At 1st level, as an immediate action, you can sacrifice 1 hit point in exchange for a +1 sacred bonus on the next damage roll, saving throw, or skill check you make. This bonus only applies as long as you use it by or during your next turn—otherwise both your sacrificed hit point and the bonus are wasted. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Rallying Cry (Su): At 3rd level, as a standard action once per day, you can shout a cry instilled with the noble sacrifices of your ancestor. You and any allies within 30 feet who can hear you gain a +1 morale bonus on attack and damage rolls for a number of rounds equal to half your sorcerer level (minimum 1). At 7th level and every four levels thereafter, this bonus increases by +1, to a maximum of +5 at 19th level.

Gift of Blood (Su): At 9th level, as a standard action, you can choose to sacrifice some of your hit points to grant an ally double that number in temporary hit points. You can sacrifice up to your character level in hit points when using this ability. These temporary hit points last up to 1 minute per sorcerer level. You cannot heal your sacrificed hit points until your target has lost its temporary hit points. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day.

Sacrificial Exchange (Su): At 15th level, as a swift action once per day, you can take 2 points of temporary ability damage to one of your ability scores and add a temporary +2 inherent bonus to any other ability score. This bonus lasts for a maximum of 1 hour per sorcerer level or until you choose to prematurely dismiss it (a free action), during which time the temporary ability damage cannot
be healed by any means. After this effect ends, you can heal the ability damage normally. At

20th level, you can use this ability twice per day.
Eternal Martyr (Su): At 20th level, your ancestor’s act of martyrdom infuses your spirit. You become immune to death effects. Material components for spells and effects to bring you back to life (such as raise dead or resurrection) cost half as much as normal. Your body cannot be turned into an undead creature, as though you were affected by a permanent hallow effect (caster level equal to your sorcerer level).

Lvl 0: Resistance, Read Magic, Light, Detect Poison, Detect Magic, Guidance, ?
Lvl 1: Ray of Enfeeblement, Mage Armor, ?, ?, ?, ?
Lvl 2: Blindness-Deafness, ?, ?
Lvl 3: ?

Traits- Honey Tongued (Diplomacy is always a class skill, +1 on Diplomacy checks), Desperate Focus (+2 on all concentration checks)

Feats- Weapon Focus (Ray), Dazzling Display, Toughness, Craft Wondrous Items

Skills- Appraise (0), Bluff (2), Diplomacy (6), Intimidate (6), Knowledge Arcana (0), Knowledge Religion (0), Perform Oratory (1), Spellcraft (6), UMD (3)

Equipment:
Magical Items:

Vest of Spellcraft: CL 5th 2lbs. 2500gp; Guidance, 1250gp
This item gives the wearer a +5 enchantment bonus on all spellcraft checks
DC 10, 15 without Guidance

Circlet of Persuasion: CL 5th –lbs. 4500gp; Eagle’s Splendor, 2250gp
DC 10, 15 without Eagle’s Splendor

Headband of Alluring Charisma (+3): CL 8th 9000gp; Eagle’s Splendor, 4500gp
DC 13, 18 without Eagle’s Splendor

Belt of Incredible Dexterity (+2): 1lbs. CL 8th 4000gp; Cat’s Grace, 2000gp
DC 13, 18 without Cat’s Grace

Handy Haversack: 2000gp 5lbs. CL 9th; Secret Chest, 1000gp
DC 14, 19 without Secret Chest

Shield of Razmiran: 3.5lbs. 1000gp +1000gp +100gp + 59gp = 2159gp
Shield, Light Steel (Quickdraw): 59gp
Mithral: 1000gp
+1 Shield Bonus: 1000gp
Sanctified Shield: 100gp

Magical Items Total: 1250gp + 2250gp + 4500gp + 2000gp + 2159gp + 1000gp = 13159gp, 10.5lbs.

Mundane Items:

Rope, Silk (50ft): 10gp, 5lbs
Rations (10 days): 5gp, 10lbs
Waterskin: 1gp, 4lbs
Spell Component Pouch: 5gp, 2lbs.
Traveler’s Outfit: Free, 5lbs.

Mundane Item Total: 1sp + 10gp + 5gp +1gp +5gp = 21gp, 26lbs.

Scrolls:

Crafter’s Fortune (x4): 25gp (all used)

Scrolls Total: 100gp + ?


Edit: Also any Paizo material is okay and 3pp material is okay with GM approval.


...you are aware of the fact that the +3 Headband is not exactly part of the core rules?


lvl 1, grease, summon monster (for noncombat uses), alarm if you cast it every night, hydraulic push

lvl 2, summon swarm great for duration, can't be damaged easily, and if the ennemies are RPed, they might consider fleeing.
glitter dust, anti-invisibility
flaming sphere if you prefer direct damage instead of swarm
create pit, because it's awesome.

lvl 3
here you have to decide what flavour you want
dispel is nice
mad monkeys/pup shape is funny
deep slumber / hold person is powerful
fireball is the classic
fly classic noncombat spell (perhaps not for sorcerers)
haste if you're a buffer

Sovereign Court

Midnight_Angel wrote:
...you are aware of the fact that the +3 Headband is not exactly part of the core rules?

Yeah, that is why I had to take a feat and Craft it as per the Item Creation Guide lines. That one is pretty simple too, its just bonus squared*1000. But I want to support my party with wondrous items, so now I can craft custom items like +3 headbands.


Get a handy haversack (sp?) and a bunch of divine spells to use with your last razmiran priest ability. (Burn a spell slot and keep the scroll!)

I don't think you can actually wield a ray, btw. . .

Sovereign Court

Aioran wrote:

Get a handy haversack (sp?) and a bunch of divine spells to use with your last razmiran priest ability. (Burn a spell slot and keep the scroll!)

I don't think you can actually wield a ray, btw. . .

Yeah, my GM was kind enough to kind of hand wave that. The reasoning was I could do it with a cestus or brass knuckles so why not a ray? Also that is what I was planning to do, I just need to figure out what spell scrolls to buy. I was thinking stuff without saves life buffs and summons.

Sovereign Court

Richard Leonhart wrote:

lvl 1, grease, summon monster (for noncombat uses), alarm if you cast it every night, hydraulic push

lvl 2, summon swarm great for duration, can't be damaged easily, and if the ennemies are RPed, they might consider fleeing.
glitter dust, anti-invisibility
flaming sphere if you prefer direct damage instead of swarm
create pit, because it's awesome.

lvl 3
here you have to decide what flavour you want
dispel is nice
mad monkeys/pup shape is funny
deep slumber / hold person is powerful
fireball is the classic
fly classic noncombat spell (perhaps not for sorcerers)
haste if you're a buffer

Those are all good, I don't have my books infront of me but I might push off summon swarm until I can use it as a Divine scroll (I think its on a Divine list) by using my last Razmiran Priest ability. I'll probably do the same with mad monkeys and summon monster so I can keep those slots open for DC relevant spells.

Sovereign Court

Also I appreciate all the help that I have received on this thread so far and previous threads. Keep up the good work!


Don't forget to look at scrolls from inquisitors, paladins and rangers; they're often lower level so you can easily come out ahead level-wise and even if they're not you can avoid wasting your limited repertoire of spells. Especially since you can just swap out the spell when you get a scroll of it and level up.

List of spells from the other thread.

Sovereign Court

Aioran wrote:

Don't forget to look at scrolls from inquisitors, paladins and rangers; they're often lower level so you can easily come out ahead level-wise and even if they're not you can avoid wasting your limited repertoire of spells. Especially since you can just swap out the spell when you get a scroll of it and level up.

List of spells from the other thread.

You know, I always forget that I can swap out spells when I'm planning a character. I mean I remember during regular character progression but I always forget when I'm thinking of what I'm going to do when he levels up.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / I'm almost done bothering you, I just need a bit more help. All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice