Good Feats and Items to Improve Sorcerer's ability to Hit?


Advice


I'm playing a blasty caster-- Ifrit race, Djinn and Fire Elemental cross-blooded bloodlines. Lately we've been coming up against enemies with ridiculous touch ACs.

So per the subject line... What are some good feats and/or items to improve a sorcerer's chances of hitting?

Hitting with ranged touch attacks especially?

I use a fair number of ray attacks, so weapon specialization probably, but what else?

Also getting thru saves is becoming a thing. Are there feats/items that improve the caster's DC?

Fortunately spell resistance is not a problem (yet), so I'm not as worried about that.

And when Fire Resistance is an issue, I switch to Electricity; so far so good on that score.

Mainly good old "To Hit."

Thanks for any suggestions.


Weapon Focus (rays) is a helper. It's not weapon specialization, that adds to damage (I wonder if it's a valid choice, despite the 4 fighter level dip...)

increasing your dex can help (be it belts or whatever) for to hit

Increasing your caster stat (headbands or whatever) can help as well as spell focus (evocation) and since it seems like you are fire based: Elemental focus (fire), and both the improved versions.


Friends in the party can help you hit -- bards, clerics, lots of buff spells. For your own buffs, consider increasing Dex -- cat's grace or a belt -- and casting heroism.

If you use rays a lot, weapon focus is a must.

Consider the archery feats, Precise Shot and Pointblank Shot, if your targets are usually close or in melee.

Scarab Sages

The Flagbearer Feat from Inner Sea World Guide. +1 Attack/Damage to all Allies within 30 ft, including you. Drawback is that you have to have one hand carry a flag around.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Bracers of falcon's aim give a +1 competence bonus to all ranged attacks.

Heroism gives a +2 morale bonus to attack rolls.

True strike gives a +20 insight bonus to one attack roll and lets you ignore the miss chance for concealment.


Apocalypso wrote:

I'm playing a blasty caster-- Ifrit race, Djinn and Fire Elemental cross-blooded bloodlines. Lately we've been coming up against enemies with ridiculous touch ACs.

Normally a majority of an enemy's touch AC is their DEX bonus (and Dodge bonuses) to AC. Deny them this.

Be hidden when making the attack. My suggestion long term is a spell called tiny hut. When you read it, you will think this is a spell used for camping... and it is.

However you can see out from it, but not in. It is not an illusion or the like that can be defeated by spells. It gives you a fireball sized area in which to move, but that can work.. just not each and everytime so think and apply properly.

Decide and plan your character all the way along. Now as things pop up that plan can and will change, but you must have a default or you will regret it.

-James


Invisibility should help with monsters with really high touch ACs, as they should lose Dexterity and all dodge bonuses.

Table: Attack Roll Modifiers
Attacker is… Melee Ranged
Invisible +2* +2*

* The defender loses any Dexterity bonus to AC.

Unless your targets are all rogues and barbarians with Uncanny Dodge, then my advice is useless.

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