Looking for Sorcerer Help


Advice


SO I only have access to the Core Rulebook and Advanced Player's guide according to our GM and I was wanting some help and advice on making a human sorcerer/ess(Playing female), with 20 point buy for Ability scores, and he does not want us to have a score below an 8. My current thought is
Str: 8, Dex: 14, Con: 12, Int:12, Wis: 10, Cha 17(+2 for Human).

While I have not been declared the groups face, being a sorceress and having a high Cha will make it easier for me to be said face. I want to go with the Elemental(Air), or Celestial Bloodlines because those are the ones I like but I know a lot of guides say Arcane is the best. So I come to the forums looking for suggestions since my Info is so limited and the guides include a lot of material I do not have access to. Also, the game is low magic, so magical rods and creating magical items is a very rare thing, so I need to get by without the aid of magical items to help me out. I could still pick up Leadership feat probably if I can come up with a good reason to have a cohort join me when I hit that level (He has not determined if 2 or 3 yet.) Though having a start and a bit of a focus to aim my Sorceress towards would be nice and I am new to pathfinder and I have not played DnD in many years.


Any help would be appreciated.

Grand Lodge

Sorcerer is not my specialty. I suggest taking a glance though the Guide of Guides thread for a helpful sorcerer guide.

Sovereign Court

Arcane is nice because it gives you a familiar and allows some good metamagicking. There's nothing wrong with having an Air or a Celestial bloodline if you feel it better suits your character.

That being said, do check out the Guide of Guides, and consider trying to get some traits that help with being party face.


Thank you very much, all the guides say 'Go Arcane.' And while the familiar and all the metamagicking would be fun, I will probably end up going Air in the end, sure some of it's abilities suck, but I am in this more for the flavor.

I had done some browsing through the guides, lot talk about magic items a lot which is going to be rough for my group. So I guess I will just go over feats and spells myself and see what I think will be the best. Using the guides as a bit of an example.

Grand Lodge

Tattooed Sorcerer is strong.


I have played an Air Sorcerer and really enjoyed it. I basically have not used any items apart from headbands and protective items, though even then I eventually gave up on the protective items and instead just used spells to protect myself.

Elemental Focus (Electricity) and Greater Elemental Focus (Electricity) become awesome when you can make every spell Electricity, plus resistance to Electricity among your enemies is much rarer than resistance to Fire.

Hope this helps.


for air sorcery flavor you can also take a look at Stormborn, both the basic version and the altered one from Ultimate Magic.

For something newer, both the Martyred bloodline from Blood of Anels and the Imperial (human) bloodline from the ARG are also nice.

Also, if you are playing the Serpent's Skull adventure path, find some way of direct damage that is not lightning. Fire might be a common elemental resistance, but on the Serpent Skull AP, lightning resistance is as common as any other 2 types combined.


Air sorceror is certainly good enough to play, and if it appeals to you, then you've met rule one: Your character should be fun.

Personally, I would start with a base 16 charisma, and raise it to 18. As a sorceror, you'll never have tons of hit points, and +1 a level is important.

You won't notice right away, but the difference adds over time. I run a lot of games, and arcane casters with low Con tend to die off around level 5-6.

The other thing Con helps with is your low Fort save. Especially in a low magic game, you'll want every bit of help you can get.


Have you thought about spells at all? I find that there are three ways to go. They overlap a bit, most sorcerers are great at one, and ok at the other two.

1) Work through others.

This kind of sorceror would load up on spells like Enlarge Person and Haste. Help your allies, and they in turn will finish the job for you. Don't need quite as much CHA, as you don't have many saving throw spells.

Often used by bards and clerics, this doesn't give you as much spotlight time, and you don't have the satisfaction of rolling handfuls of dice. It is effective though.

2) Direct Attack.

This kind of sorceror makes attack rolls. Melf's Acid arrow and Scorching Ray are examples of spells you might use. You'll benefit from some of the archery feats, and benefits from Dex and Cha both high.

3) Indirect attack.

This kind of sorceror casts spells that require saving throws. Sleep and Color Spray are examples of spells you might favor. Needs a whole lot of Charisma, and benefits from things that push saving throws even higher, like Spell Focus and Elemental Focus.

Grand Lodge

Con 14 is pretty much a requirement for survival in the typical campaign. I agree with lowering your starting Charisma to increase it. Grab one of the traits which gives Diplomacy as a class skill and a +1 trait bonus to it.

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