Criticise my Sorc


Advice

Shadow Lodge

I was hoping to get some feedback re: how to improve this build. There's a bit of flavour behind it, though the idea is not fully developed. The character has a thing for planes/planar travel (hence, Sage's K skill); as well as using necromancy to overcome opponents (hence, thanatopic and the +2 for necro DC). The concept is a planar explorer, searching for lore, knowledge, random curiosities (think a PF Agent-inspired char), with a bent towards versatility/self-sufficiency (due to his lone traveling, needs to cover bases as much as possible).

Khashir El'eth

Male Human Sorcerer 20 (Sage)
CG medium humanoid
Init +6 Senses Normal Vision Perception +21

Traits
Magical Lineage - Enervation
World Traveler (+1 Diplomacy and is a class skill)
Deity: Desna

DEFENSE
AC 12, touch 12, flat-footed 10
HP 142
Fort 8, Ref 8, Will 15

OFFENSE
Speed 30 ft
Ranged Ray +12 / +7 (See Spell/x2)
Space 5 Reach 5

STATISTICS
STR 8 DEX 14 CON 14 INT 22 WIS 12 CHA 12
Base Atk 10

Feats Toughness, Silent Spell, Persistent Spell, Empower Spell, Maximize Spell, Improved Initiative (BL), Spell Penetration, Quicken Spell, Thanatopic Spell, Spell Focus (Necromancy) (BL), Spell Perfection (Enervation), Dazing Spell, Piercing Spell, Iron Will (BL)

Skills Appraise +10, Bluff +1, Diplomacy +25, Disable Device +3, Fly +6, Intimidate +5, Knowledge (arcana) +29, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +25, Knowledge (nature) +25, Knowledge (nobility) +7, Knowledge (planes) +27, Knowledge (religion) +25, Perception +21, Sleight of Hand +3, Spellcraft +31, Use Magic Device +24, Appraise +10, Bluff +1, Diplomacy +25, Disable Device +3, Fly +6, Intimidate +5, Knowledge (arcana) +29, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +25, Knowledge (nature) +25

Languages Common, Celestial, Infernal, Abyssal, Undercommon

Spells (BL-Bloodline):

Spoiler:


  • L0: Acid Splash, Arcane Mark, Mending, Detect Magic, Detect Poison, Disrupt Undead, Mage Hand, Prestidigitation, Read Magic
  • L1: Anticipate Peril, True Strike, Magic Missile, Silent Image, Protection from Evil, Grease, Mage Armor, Identify (BL)
  • L2: Shatter, Alter Self, Knock, Scorching Ray, Glitterdust, Mirror Image, Create Treasure Map, Invisibility (BL)
  • L3: Shrink Item, Protection from Energy, Ray of Exhaustion, Hydraulic Torrent, Stinking Cloud, Mad Monkeys, Dispel Magic (BL)
  • L4: Ball Lightning, Confusion, Greater False Life, Enervation, Black Tentacles, Ride the Waves, Greater Invisibility, Dimension Door (BL).
  • L5: Telekinesis, Dominate Person, Prying Eyes, Hungry Pit, Feeblemind, Icy Prison, Overland Flight (BL)
  • L6: Summon Monster VI, Chain Lightning, Globe of Invulnerability, Greater Dispel Magic, Contingency, Sirocco, True Seeing (BL)
  • L7: Project Image, Spell Turning, Reverse Gravity, Limited Wish, Finger of Death, Plane Shift, Greater Teleport (BL)
  • L8: Horrid Wilting, Undead Anatomy IV, Prismatic Wall, Polymorph Any Object, Moment of Prescience, Sunburst, Power Word Stun (BL)
  • L9: Mage's Disjunction, Mass Suffocation, Summon Monster IX, Wish (BL)


Here are some of the combinations/tactics available (so, any feedback/ideas in this respect are welcome too!):
Spoiler:

  • Hungry Pit + Sirocco/Stinking Cloud/Icy Prison
  • Maximized Enervation (Thanatopic/Piercing or with Quickened True Strike, if necessary)
  • Mass Suffocation + Enervation (not very creative, but useful to keep in mind)
  • Dazing Ball Lightning/Icy Prison/Sirocco
  • Thanatopic FoD
  • Empowered Greater False Life
  • Sirocco/Icy Prison + Black Tentacles
  • Reverse Gravity + Prismatic Wall (though there's some resistance to the idea that falling on top of the wall is enough to trigger the nasties)
  • Ray of Exhaustion + Sirocco (optional: + Black Tentacles)
  • Hungry Pit/Sirocco/Reverse Gravity + Hydraulic Torrent
  • Ray of Exhaustion + Mad Monkeys

  • Don't Sorcerers run on CHA and not INT? (Probably an Archetype thing, so don't chastise me for not knowing.)

    Shadow Lodge

    Darksol the Painbringer wrote:
    Don't Sorcerers run on CHA and not INT? (Probably an Archetype thing, so don't chastise me for not knowing.)

    Yes, the Sage Archetype swaps Cha for Int; making the explorer idea not just mechanically feasible (more skill points), but also lore-appropriate.

    Liberty's Edge

    He's smelly, and rude, and I don't very much like the color of his hair.

    On a more serious note, I only note one peculiarity. Taking the toughness feat AND Greater False Life seems a little much. I'd either pick another spell or go with a metamagic or something to make his spellcasting more versatile or powerful. Given your spell loadout, Spell Focus in any of your offensive schools would be great. I would even drop maximize spell, too, and pick up spell focus in two schools. (Two schools!)

    Also, I think Ease of Faith might give a bigger diplomacy bonus than World Traveler, but I'm not sure.

    I might also suggest Wall of Force over Icy Prison. It's amazing. Also, Haste over Hydraulic Torrent, Ray of Exhaustion, Protection From Energy, or Shrink Item (depending on party composition.)

    **Edit**

    I also notice you mentioning planar travel, but you don't have any spells that allow you to survive in hostile planes.

    Shadow Lodge

    Axebeard wrote:

    He's smelly, and rude, and I don't very much like the color of his hair.

    On a more serious note, I only note one peculiarity. Taking the toughness feat AND Greater False Life seems a little much. I'd either pick another spell or go with a metamagic or something to make his spellcasting more versatile or powerful. Given your spell loadout, Spell Focus in any of your offensive schools would be great. I would even drop maximize spell, too, and pick up spell focus in two schools. (Two schools!)

    Also, I think Ease of Faith might give a bigger diplomacy bonus than World Traveler, but I'm not sure.

    I might also suggest Wall of Force over Icy Prison. It's amazing. Also, Haste over Hydraulic Torrent, Ray of Exhaustion, Protection From Energy, or Shrink Item (depending on party composition.)

    **Edit**

    I also notice you mentioning planar travel, but you don't have any spells that allow you to survive in hostile planes.

    Lol, just cause I have low charisma doesn't mean I'm completely antisocial!

    Anyway, here's the reasoning behind those choices (in case I'm completely off, just carrying on some good discussion):

    - Toughness/Greater False Life: Generally speaking, there's no such thing as too much HP (imho :)). More specifically, I have a strong aversion against getting shutdown by single spells/abilities, etc. More HP helps keep you safer from the Power Word Spells (since there's no saving throw), and if you roll high enough with Greater False Life, you might just survive a Finger of Death (not to mention if you get caught with nasty criticals, etc.) FoD is not just heavy-damage (bad for squishies), it's fort based (extra bad).

    - About Planar Travel, I'm hoping this thread can help me figure out what to remove, to be replaced by Planar Adaptation. In theory, it could be wanded (via Cleric) or scrolled, but that's lame, given the chars theme.

    - Originally I had Wall of Force, but decided to go for Hungry Pit, which had better synergy with Sirocco, Stinking Cloud, etc. Although much higher-level, Prismatic Wall performs a similar function (and, in a way, Reverse Gravity). Icy Prison is there as one of the few spells that targets Ref (the lack of which, I'll confess, also worries me a bit.)

    - Ah, Haste. Literally, EVERYONE'S favourite spell. As a Sorc, I rarely pick it because it's more in line with the role of a Wizard (with Extend Spell) or Bard (spellcasting tends to be more buff/debuff). The spells you mention are in several of the combos/tactics, so, removing them would make me very sad :(. My reasoning re: Prot from Energy is similar to Greater False Life, but for elements x) (it's like 100+ extra hp). Among other things, it helps against Dazing Ball Lightning too, which is everyone's favourite Perfect Spell.

    Thanks for the comments, more ideas are welcome :) (especially if they help me fit in Planar Adaptation, and more Ref spells!)

    Shadow Lodge

    No more love? :(

    Changes:

    - Swapped out Prismatic Wall for Wall of Lava. I know, far less effective in many instances, but the latter is a high-damage spell that doesn't care about SR (so, can be used against magic immune enemies, while also serving the wall role).

    - Swapped out Feeblemind for Planar Adaptation.

    - Contemplating Expanded Arcana or something, to grab Astral Projection.

    - Took Axebeard's advice, swapped out Icy Prison for Wall of Force (thanks very much!)

    Sovereign Court

    So what I would recommend is dropping your least favorite feat and picking up Racial Heritage (Half-Elf). Then drop one of your 3rd lvl spells and pick up Paragon Surge. I didn't see it but I'm assuming that you are using the human FCB for spells. Regardless, now you have more spells known per level and you have the most versatile spell ever.

    With Paragon Surge you can have any Feat or Spell you need with in 1 round and if you can use quickened spells you are now looking at a swift action for anything you may need. To improve this get Magical Linage (Paragon Surge) and Spell Perfection (Paragon Surge, Quickened). Now you can get any Feat or Spell (via the Expanded Arcana Feat) as a swift action that lasts for 2 min/lvl and the best part is it is only a 3rd lvl spell!

    Also by my count you need to add a couple more languages to your list known.

    Shadow Lodge

    Please Don't Kill Me wrote:

    So what I would recommend is dropping your least favorite feat and picking up Racial Heritage (Half-Elf). Then drop one of your 3rd lvl spells and pick up Paragon Surge. I didn't see it but I'm assuming that you are using the human FCB for spells. Regardless, now you have more spells known per level and you have the most versatile spell ever.

    With Paragon Surge you can have any Feat or Spell you need with in 1 round and if you can use quickened spells you are now looking at a swift action for anything you may need. To improve this get Magical Linage (Paragon Surge) and Spell Perfection (Paragon Surge, Quickened). Now you can get any Feat or Spell (via the Expanded Arcana Feat) as a swift action that lasts for 2 min/lvl and the best part is it is only a 3rd lvl spell!

    Also by my count you need to add a couple more languages to your list known.

    Oh wow-that's amazing, just what I needed to help solve my spell/feat conundrum :)!

    About Languages: I thought they weren't retroactive (unlike SP). Has that been errataed or changed?

    Sovereign Court

    I believe it is retroactive, this is a quote from James Jacobs:

    Unofficial Board Post
    "All bonuses are retroactive when an ability score increases, be they bonuses to damage, to skill ranks, to hit points, to saves, to skill checks... all of them. Skill ranks not being retroactive are a 3.5 convention we specifically removed from the game because it was a weird exception to the rule, and since now there are no exceptions to this rule, there's no need to specifically state that skill ranks are retroactively granted if your Intelligence goes up."
    [James Jacobs]

    So languages do qualify as bonuses so I would say you would get more.

    Shadow Lodge

    Please Don't Kill Me wrote:

    I believe it is retroactive, this is a quote from James Jacobs:

    Unofficial Board Post
    "All bonuses are retroactive when an ability score increases, be they bonuses to damage, to skill ranks, to hit points, to saves, to skill checks... all of them. Skill ranks not being retroactive are a 3.5 convention we specifically removed from the game because it was a weird exception to the rule, and since now there are no exceptions to this rule, there's no need to specifically state that skill ranks are retroactively granted if your Intelligence goes up."
    [James Jacobs]

    So languages do qualify as bonuses so I would say you would get more.

    Nice! This is even better, I like languages a lot :)

    Your posts have been like critting an Energy Drain :P

    Sovereign Court

    Khashir El'eth wrote:
    Please Don't Kill Me wrote:

    I believe it is retroactive, this is a quote from James Jacobs:

    Unofficial Board Post
    "All bonuses are retroactive when an ability score increases, be they bonuses to damage, to skill ranks, to hit points, to saves, to skill checks... all of them. Skill ranks not being retroactive are a 3.5 convention we specifically removed from the game because it was a weird exception to the rule, and since now there are no exceptions to this rule, there's no need to specifically state that skill ranks are retroactively granted if your Intelligence goes up."
    [James Jacobs]

    So languages do qualify as bonuses so I would say you would get more.

    Nice! This is even better, I like languages a lot :)

    Your posts have been like critting an Energy Drain :P

    No problem, just here to help and ask for help when I'm unsure.

    Shadow Lodge

    By the way, in case you hadn't seen this combo with Paragon Surge:

    Fast Learner
    Prerequisites: Int 13, human.
    Benefit: When you gain a level in a favored class,
    you gain both +1 hit point and +1 skill rank instead
    of choosing either one or the other benefit or you can
    choose an alternate class reward.

    Cast Paragon Surge, grab the feat, get 17 retroactive SP, and say "I know kung-fu."

    Unless the feat is not retroactive, and only works for levels gained after you grab it?

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